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[Mod] Bags [bags] Attach bags to your inventory to increase storarage.

PostPosted: Sun Sep 16, 2012 11:10
by cornernote
Bags for Minetest

Attach bags to your inventory to increase item storage capacity.

Documentation | GitHub Project

Requirements

Image

About

This module is open source, so it's distributed freely. If you find it useful then I ask not for your wealth, but simply to spare your time to consider the world we share by watching Earthlings, a multi-award winning film available to watch online for free. A must-see for anyone who wishes to make the world a better place.

Credits

Tonyka - created the amazing bag textures

License

BSD-3-Clause, Copyright © 2014 Brett O'Donnell

PostPosted: Sun Sep 16, 2012 12:20
by Aqua
this is great especially for me i hav to use the crafting to store this helps alot thx!! :)

PostPosted: Sun Sep 16, 2012 12:47
by Topywo
I really would like to see this mod on a server I play. It's huge!

One thing, making the small/first bag --> you need to use in the middle slot sticks instead of wood.

PostPosted: Sun Sep 16, 2012 13:32
by cornernote
@Topywo, thanks for pointing that out... will fix the craft in the next update...

for now, here is a preview of what the next update will be

Image
armor textures are kindly donated as GPL3 by Jordach

PostPosted: Sun Sep 16, 2012 13:36
by rubenwardy
cornernote wrote:@Topywo, thanks for pointing that out... will fix the craft in the next update...

for now, here is a preview of what the next update will be

Image
armor textures are kindly donated as GPL3 by Jordach


You should make it so when you are on the main bit there is only one button - "bags"
and when you are on the bags bit the button is "back"

PostPosted: Sun Sep 16, 2012 15:51
by tonyka
Great Mod!
I add it to my list of projects a texturepack for this mod ...
:D

PostPosted: Sun Sep 16, 2012 23:32
by tonyka
68 -- register armor
69 for material,name in pairs({wood="Wooden",iron="Iron",mese="Mese"}) do
70 -- craftitems


default:iron does not exist

recommend changing iron by steel_ingot in init.lua and images

68 -- register armor
69 for material,name in pairs({wood="Wooden",steel_ingot="Iron",mese="Mese"}) do
70 -- craftitems


Image

PostPosted: Mon Sep 17, 2012 00:46
by cornernote
Those bag textures look great, thats just what i imagined they should look like. A sack and a backpack. Very nice work.

Can I ask what res they are?

Also, I committed the fix for the armor registration (and renamed it to Steel Armor, i think makes more sense). I was getting tired when I finished it up and just wanted to get it posted =)

PostPosted: Mon Sep 17, 2012 00:54
by InfinityProject
Do my eyes deceive me or is that actual armor in minetest!?!

PostPosted: Mon Sep 17, 2012 01:50
by tonyka
cornernote wrote:Those bag textures look great, thats just what i imagined they should look like. A sack and a backpack. Very nice work.

Can I ask what res they are?

Also, I committed the fix for the armor registration (and renamed it to Steel Armor, i think makes more sense). I was getting tired when I finished it up and just wanted to get it posted =)


I'm glad you like ...
16X16 Px
When finished the textures, I send link by email
so if you want to be included by default in the mod can do

I do not know much about licenses, GPL can be applied to images?

PostPosted: Mon Sep 17, 2012 03:13
by cornernote
Im not sure. I think GPL is intended for code, but I can't see why it can't be applied to images.

PostPosted: Mon Sep 17, 2012 03:22
by Josh
cornernote wrote:@Topywo, thanks for pointing that out... will fix the craft in the next update...

for now, here is a preview of what the next update will be

Image
armor textures are kindly donated as GPL3 by Jordach


Awesome job Cornernote! That armor system you got going there looks great.

PostPosted: Mon Sep 17, 2012 07:36
by Mito551
you really did manage to implement armor system without touching the source code???

PostPosted: Mon Sep 17, 2012 09:36
by cornernote
Mito551 wrote:you really did manage to implement armor system without touching the source code???


not yet, its just a formspec.. eg the right items can fit into the right slots, etc...

still working on getting it to change actual player values... might not be in 0.4.3 of MT, not sure yet.

PostPosted: Mon Sep 17, 2012 09:46
by cornernote
armor has been moved to a different mod
[Mod] Armor

PostPosted: Mon Sep 17, 2012 22:04
by mikey2020
how do you make the armor show and the crafting thing show at the same time?

PostPosted: Mon Sep 17, 2012 22:57
by cornernote
mikey2020 wrote:how do you make the armor show and the crafting thing show at the same time?


That was an older version. I split them into different mods. You can go back through the changelog in bags on git to get the old version.

PostPosted: Wed Sep 19, 2012 15:55
by Ragnarok
When I move back empty bag to the inventory Minetest crashes.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
17:49:00: ERROR[main]: ServerError: LuaError: error: /home/radek/.minetest/mods/minetest/bags/init.lua:79: attempt to call method 'get_size' (a nil value)
17:49:00: ERROR[main]: stack traceback:
17:49:00: ERROR[main]: InventoryMenu: The selected inventory location "current_player" doesn't exist

Great mod by the way :)

PostPosted: Wed Sep 19, 2012 15:56
by qwrwed
Ragnarok wrote:When I move back empty bag to the inventory Minetest crashes.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
17:49:00: ERROR[main]: ServerError: LuaError: error: /home/radek/.minetest/mods/minetest/bags/init.lua:79: attempt to call method 'get_size' (a nil value)
17:49:00: ERROR[main]: stack traceback:
17:49:00: ERROR[main]: InventoryMenu: The selected inventory location "current_player" doesn't exist

Great mod by the way :)


That happens with me as well.

PostPosted: Wed Sep 19, 2012 16:02
by GloopMaster
I just edited my post with a fix for that. Win build plain crashes, but linux builds might not. Try it out.

PostPosted: Wed Sep 19, 2012 16:26
by Ragnarok
Almost helped
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
18:23:20: ERROR[main]: ServerError: LuaError: error: /home/radek/.minetest/mods/minetest/bags/init.lua:79: attempt to call method 'get_size' (a nil value)
18:23:20: ERROR[main]: stack traceback:
18:23:20: ERROR[main]: InventoryMenu: The selected inventory location "current_player" doesn't exist

PostPosted: Wed Sep 19, 2012 19:31
by Topywo
Tried it out with my Lubuntu (Linux) and got the same error, also after changing to return=1

PostPosted: Wed Sep 19, 2012 20:06
by GloopMaster
I'm sorry, but I'm not getting this error. Are you using an old version of inventory_plus or even minetest itself?

PostPosted: Wed Sep 19, 2012 20:49
by Ragnarok
I'm using latest git snapshots of minetest and inventory_plus.

PostPosted: Wed Sep 19, 2012 22:31
by cornernote
Ragnarok wrote:Almost helped
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
18:23:20: ERROR[main]: ServerError: LuaError: error: /home/radek/.minetest/mods/minetest/bags/init.lua:79: attempt to call method 'get_size' (a nil value)
18:23:20: ERROR[main]: stack traceback:
18:23:20: ERROR[main]: InventoryMenu: The selected inventory location "current_player" doesn't exist


fixed that bug

PostPosted: Fri Sep 21, 2012 20:37
by fgr
and a new bug???

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
22:35:47: ERROR[main]: ========== ERROR FROM LUA ===========
22:35:47: ERROR[main]: Failed to load and run script from
22:35:47: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/cornernote_bags/init.lua:
22:35:47: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:62: Name bags:small does not follow naming conventions: "modname:" or ":" prefix required
22:35:47: ERROR[main]: stack traceback:
22:35:47: ERROR[main]:  [C]: in function 'error'
22:35:47: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:62: in function 'check_modname_prefix'
22:35:47: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:98: in function 'register_item'
22:35:47: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:205: in function 'register_tool'
22:35:47: ERROR[main]:  ...st/games/minetest_game/mods/cornernote_bags/init.lua:97: in main chunk
22:35:47: ERROR[main]: =======END OF ERROR FROM LUA ========
22:35:47: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/cornernote_bags/init.lua
22:35:47: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/cornernote_bags/init.lua

In thread 7facb57a0740:
/build/buildd/minetestc55-0.4.3/src/main.cpp:1741: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7facb57a0740:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
Aborted (core dumped)

PostPosted: Fri Sep 21, 2012 21:47
by VanessaE
/usr/share/minetest/games/minetest_game/mods/cornernote_bags/init.lua

Firstly, don't put mods in this directory unless you absolutely have to. Secondly, change the folder name from cornernote_bags to just bags.

PostPosted: Sat Sep 22, 2012 07:24
by cornernote
VanessaE wrote:Firstly, don't put mods in this directory unless you absolutely have to.


where should they be installed to? am i missing something?

PostPosted: Sat Sep 22, 2012 08:55
by PilzAdam
cornernote wrote:
VanessaE wrote:Firstly, don't put mods in this directory unless you absolutely have to.


where should they be installed to? am i missing something?

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
~/.minstest/mods/minetest/

(~ is your home directory and .minetest is a hidden folder)

PostPosted: Sat Sep 22, 2012 12:34
by fgr
its about the server ... why should i install the mods in the user context dir if this should be available to all of the users?