[Mod] Inventory++ [github] [inventory_plus]

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addi
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Re: [Mod] Inventory++ [github] [inventory_plus]

by addi » Sun Jun 07, 2015 05:46

prestidigitator wrote:There are some things that don't work during an on_joinplayer callback. Using minetest.after() is the usual workaround.

is it still required? I thought that was fixed someday?
Edit: yes, its not fixed.
 

amadin
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Re: [Mod] Inventory++ [github] [inventory_plus]

by amadin » Thu Jul 09, 2015 19:06

Does can i change colors?
Last edited by amadin on Sat Aug 01, 2015 15:10, edited 1 time in total.
 

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Casimir
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Casimir » Thu Jul 30, 2015 11:44

I made a temporary fix for that (until it is probably done in the engine): https://github.com/Zeg9/minetest-inventory_plus/pull/4
 

Blehmeh98
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Blehmeh98 » Sun Oct 18, 2015 15:18

The game closes out when I switch skins due to the error
. . . init.lua:158: attempt to call field 'explode_textlist_event'(a nil value). I looked on the dev wiki, and that is not even a real function, as I cannot find anything. You will have to use a different function. Maybe 'explode_table_event'?
hi.
 

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Casimir
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Casimir » Sun Oct 18, 2015 19:03

Must be another mod. This one only has 136 lines. Normally the error also says the mod name.
 

kino2007
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Re: [Mod] Inventory++ [github] [inventory_plus]

by kino2007 » Fri Dec 11, 2015 06:44

Hey, Zeg. I was thinking if you would put a "search" button so it will be easier to get stuff.

So, it's a good idea huh, isn't it?
 

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Neuromancer
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Neuromancer » Fri Dec 25, 2015 16:52

This works great now with the new "creative" inventory mod that has search. If you update your minetest game with it you should be good to go.
https://github.com/minetest/minetest_game/pull/736
 

Minetest Sam
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Minetest Sam » Thu Jan 21, 2016 15:18

I renamed the folder to inventory_plus but still the debug.text shows unresolved mod name "inventory_plus"
 

LaraWonder
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Re: [Mod] Inventory++ [github] [inventory_plus]

by LaraWonder » Sat Jan 23, 2016 12:24

Hey, Minetest's telling me that there's an error with this mod. I think is because of the name of the archive. How should call it?
P.D.: I've unpackaged the .zip archive, if anyone was going to ask
 

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benrob0329
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Re: [Mod] Inventory++ [github] [inventory_plus]

by benrob0329 » Sat Jan 23, 2016 23:22

Rename the folder to "inventory_plus"
 

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mahmutelmas06
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Re: [Mod] Inventory++ [github] [inventory_plus]

by mahmutelmas06 » Sat Mar 19, 2016 15:13

Will be an update to work with latest version of manetest ?
Because buttons messed up in creative mode right now
My Mods:

Beverage
 

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Napiophelios
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Napiophelios » Sun Mar 20, 2016 01:14

mahmutelmas06 wrote:Will be an update to work with latest version of manetest ?
Because buttons messed up in creative mode right now

Unfortunately it wont work without modifying default game files (creative/survival formspecs)

I edited mine to fit the buttons at the bottom, but you have to enlarge the creative/survival formspecs for it to work.

Here is a copy if you want to try it...you will need to delete your copy of creative though and use the one in the modpack
Its formspec has been altered to look like the picture below, also survival formspec is changed by the modified Inventory++ mod

InventoryPlusPlus_forMT0413.zip
(164.33 KiB) Downloaded 122 times


Image
screenshot.png
screenshot.png (158.48 KiB) Viewed 2735 times
 

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mahmutelmas06
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Re: [Mod] Inventory++ [github] [inventory_plus]

by mahmutelmas06 » Sun Mar 20, 2016 01:30

Your file is completly what i wanted.
Thank you for sharing
My Mods:

Beverage
 

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benrob0329
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Re: [Mod] Inventory++ [github] [inventory_plus]

by benrob0329 » Sun Mar 20, 2016 01:40

The buttons dissapear after you swich tabs.

Otherwise It works fine, I just hope that Rubenwardy's tab API gets pushed to core.
 

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Napiophelios
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Napiophelios » Sun Mar 20, 2016 01:46

benrob0329 wrote:The buttons dissapear after you swich tabs.

Otherwise It works fine, I just hope that Rubenwardy's tab API gets pushed to core.



Cornernote intentionally put a delay in for showing the buttons to avoid problems.
I have tried to edit it out but it causes problems when you do.

I generally just hit the page arrow button to get them to reappear.
You will also note they dont appear on the crafting tab either.

EDIT:
I was wrong benrob0329, its not cornernote's creative mode delay making the buttons disappear
the formspec has to be set on each tab when you switch to it.
I think I can figure it out.....just not tonight :)
 

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BrunoMine
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Re: [Mod] Inventory++ [github] [inventory_plus]

by BrunoMine » Wed Aug 17, 2016 22:09

Apparently this project was stopped. This is bad.
 

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TenPlus1
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Re: [Mod] Inventory++ [github] [inventory_plus]

by TenPlus1 » Thu Aug 18, 2016 19:59

The text only version of inventory_plus is still being worked on with newer 0.4.14 features added: https://github.com/tenplus1/inventory_plus
 

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