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[Mod] Unified Inventory [git][unified_inventory]

PostPosted: Wed Jul 08, 2015 09:44
by VanessaE
This mod by RealBadAngel is a complete overhaul of the player's inventory, featuring creative inventory (just click to get what you want), craft guide, bags, and more.

A "lite" mode is available for use on devices with restricted screen sizes or servers that cater to them (just add unified_inventory_lite = true to your minetest.conf)

Download: https://github.com/minetest-technic/unified_inventory/archive/master.zip
Or browse the code: https://github.com/minetest-technic/unified_inventory

Installation:
Please make sure you don't have any previous versions of the mod installed.

Download the zip, unpack it into your mods directory, and enable the mod in your desired world.

No need to rename anything, just download and unpack.

Dependencies: Minetest engine version 0.4.12 or newer.

Recommends: datastorage (enables the waypoints component); mods such as Worldedit (via its GUI component), 3d armor, and others can register additional pages in the inventory display as well.

License: GPLv3+

Credits: Much credit goes to the creators of the separate parts used to make this mod:
Cornernote, Jeija, PilzAdam and others.

Please post any ideas you may have to help improve it.

Screenshots:
Image
"Full" formspec mode, showing the craft grid page, with creative inventory
+ "show the rest..."

This post is a continuation of RBA's original Unified Inventory thread at https://forum.minetest.net/viewtopic.php?f=11&t=3933 and is based directly on his original first post.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 09, 2015 01:05
by fooljap
Is anything change updates from original by RealBadAngel ?

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 09, 2015 04:45
by Marshall_maz
Hi , I don't know if I maybe missed it in all the info posted , but the "copy to crafting grid" options don't work in lite mode. Both the 10 and all options. Is this intended or a bug ?

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 09, 2015 06:02
by VanessaE
Those buttons only work if you have creative privilege I think, or maybe only if you have enough materials in your main inventory to actually craft the thing you asked for. In any case, they're the exact same formspec elements as in 'full' mode, only their positions have changed, so the behavior will be the same either way.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 09, 2015 06:15
by Marshall_maz
VanessaE wrote:Those buttons only work if you have creative privilege I think, or maybe only if you have enough materials in your main inventory to actually craft the thing you asked for. In any case, they're the exact same formspec elements as in 'full' mode, only their positions have changed, so the behavior will be the same either way.


Creative is not a requirement for it. In full mode , even without creative it works normally. It's purpose is to transfer 10 of the recipe ingredients to crafting grid or maximum of the number ingredients of the recipe required that you have in inventory to crafting grid to remove the tedious moving of plenty of items from inventory to crafter on huge amounts of crafts. On lite mode they don't work at all even if you have enough items in inventory. Is the first thing I noticed on your Vanilla server when I wanted to make plenty ladders is the 10 or all to crafting grid don't work. Example I click the recipe first , then click on the 10 option to crafter grid , but no sticks are transferred to crafter there even if I have plenty stacks stick in inventory.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 09, 2015 06:23
by VanessaE
I'm not sure then. Like I said, it's the same formspec elements as full mode.

I don't know the code that well (I only added what was needed for the lite mode), so if someone can look at the code and make an appropriate patch, I'll merge it.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 09, 2015 09:41
by VanessaE
Oh and in response to fooljap, this IS the original mod. Just a new thread for it.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 09, 2015 18:38
by fooljap
ok :-D

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 30, 2015 14:50
by Nymue
Hello, I just tried to add your mod to Minetest but I have a problem. Everytime i try to activate it, I got a message "ERROR : failed to unable Unified_inventory-master as it contains disallowed characters. Only characters [a-z0-9] are allowed".
I'm playing on version 0.4.12 , DL from official minetest.net site.
Am I doing something wrong ? I download your mod, unzip it then copy and paste it to the /mods/ directory in minetest.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 30, 2015 15:00
by Marshall_maz
@Nymue , The folder name must be just unified_inventory , without the "-master" at the end.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 30, 2015 15:15
by Nymue
Ahhh thanks, works fine now :)

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 30, 2015 15:17
by Marshall_maz
Your welcome. You can remember that for all mods you download. If it has the "-master" at the end just rename and remove it.

Enjoy !

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Jul 30, 2015 15:27
by VanessaE
I've just added a couple small tweaks so that recipes with unknown items or groups are no longer shown, and items are only shown in the craft guide if they can actually be made. In creative mode, all items are still shown regardless of craftability.

I didn't do any recursive checks, so if there some item A that can be cooked to get B, both A and B will still show even if A can't be crafted. I'll work on that later.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Aug 01, 2015 14:49
by Sokomine
VanessaE wrote:I've just added a couple small tweaks so that recipes with unknown items or groups are no longer shown, and items are only shown in the craft guide if they can actually be made. In creative mode, all items are still shown regardless of craftability.

Sounds like a very good idea and will reduce the amount of pages considerably in some games.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sun Aug 02, 2015 23:05
by orangebiscuit
The crafting area is squished and I can't place objects in the crafting slots... Kinda a gameplay hindering issue... Any help much appreciated!!

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sun Aug 02, 2015 23:57
by VanessaE
Update whatever texture pack you're using. Somewhere, you've got UI background images being overridden.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Mon Aug 03, 2015 05:50
by thomasthespacefox
use it every minetest day!
the search function is a sure sanity saver! if i want mese i type mese and i get mese stuff for example. type door get doors. convenience!
i also like how mods can interface with it! I can pick my player skin from my inventory, i can also put on some armor if i want!

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Thu Sep 10, 2015 22:50
by DoyleChris
How do i get the GUI for WorldEdit to come up. It says there is to be a (The icon looks like a globe with a red dot in the center) but i dont see the icon.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Fri Sep 11, 2015 02:12
by Don
The version I have is different then this one. It has the WE gui. You could try it.
https://www.dropbox.com/s/km6zamdtdxc23 ... y.zip?dl=0

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Wed Sep 16, 2015 09:10
by GFX_Garage
I've added datastorage and have no idea how to get waypoints working. Is there supposed to be an icon?

[EDIT] Never mind. I reinstalled both mods and it started working.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Fri Oct 09, 2015 21:00
by Soudon
Is it going to get the shift click option now that the default game has it? Because as of right now shift click is not working with unified inventory.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 00:08
by VanessaE
I don't know anything about that feature, so if someone wants to code and submit a pull request for it, I'll merge it.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 00:39
by Don
Soudon is referring to listring. The only thing I can think of that would benefit from it in unified inventory is bags. I will have a look tonight and see if anything else could use it.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 01:52
by VanessaE
The main inventory <--> craft grid could make use of it too, given how I use it. ;-)

While doing large builds, I routinely throw a few items that are the most important into my craft grid, like my pick and the few main materials I'm working with, clear the inventory, and then move them back.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 02:04
by Don
I just submitted a pull request for bags. I will do the craft grid in a bit.

Edit - I just submitted a pull request for the craft grid listring.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 02:31
by VanessaE
Merged both -- thanks!

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 02:36
by VanessaE
OOps, no that doesn't quite work right. After that second commit, it wants to move the stack to whatever formspec was last added anew after opening the inventory. Seems to be an engine bug with formspec-replacing-formspec handling. I've rolled back the repo (and force-pushed) to just the commit for the bags since that's what will be most useful for most people.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 03:00
by Don
VanessaE wrote:OOps, no that doesn't quite work right. After that second commit, it wants to move the stack to whatever formspec was last added anew after opening the inventory. Seems to be an engine bug with formspec-replacing-formspec handling. I've rolled back the repo (and force-pushed) to just the commit for the bags since that's what will be most useful for most people.

That's strange. It should work based on inv slot name. I will look in the morning to see if I messed something up.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 13:15
by Don
It appears that you can only have 1 listring per formspec. I even tried putting the listring into an if statement so it is only called when the page is called and it still would not work right.
Hopefully someone with more knowledge can find a solution.

Re: [Mod] Unified Inventory [git][unified_inventory]

PostPosted: Sat Oct 10, 2015 16:12
by VanessaE
est31 has fixed this in the engine, so I've re-enabled the crafting-grid commit.