Tabbed Inventory?

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mauvebic
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Tabbed Inventory?

by mauvebic » Thu Apr 05, 2012 10:58

You install enough mods and you quickly realize there's not enough room for every block type.

I was thinking, well two ideas actually, either we could tab the inventory, or give crafting its own seperate window?

What's more i added a few give_creative's so i wouldn't have to alternate between creative/damage mode to craft mod items.
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by sfan5 » Thu Apr 05, 2012 11:02

+1 This Idea was discussed before
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by mauvebic » Thu Apr 05, 2012 11:39

I figured as much, but still, would be nice.
Last edited by mauvebic on Thu Apr 05, 2012 12:34, edited 1 time in total.
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blue
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by blue » Mon Apr 09, 2012 02:48

mauvebic wrote:You install enough mods and you quickly realize there's not enough room for every block type.

I was thinking, well two ideas actually, either we could tab the inventory, or give crafting its own seperate window?

What's more i added a few give_creative's so i wouldn't have to alternate between creative/damage mode to craft mod items.

by tabing the inv you mean a second page? as for crafting in a second window i take it you mean haveing the extra space from the removed crafting window and use it to expand the inv? either way would work but honestly i think both should be added...2x the inv room plus a second inv?!? awsome! +2
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Death Dealer
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by Death Dealer » Mon Apr 09, 2012 02:49

how about a "backpack" mod that adds a tab with the inventory of the backpack.
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blue
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by blue » Mon Apr 09, 2012 02:58

Death Dealer wrote:how about a "backpack" mod that adds a tab with the inventory of the backpack.

lol go read the post i just put on the 1/2 block 1/8block thread :p

too many mods not being added to the game itself...so sad
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by celeron55 » Mon Apr 09, 2012 07:37

The creative mode needs rework, but there are too few capable coders to do things like this. (prove me wrong!) What would need to be done is:
1. Make the player inventory work regularly in the creative mode (with crafting and persistence)
2. Add some kind of a second inventory screen, which can somehow be opened, which contains all the stuff registered for the creative inventory, that you can pick to your regular inventory. This should probably be implemented as a "global chest", but not every required detail is included in the engine yet.
 

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by mauvebic » Mon Apr 09, 2012 14:06

Its ironic i set out to learn C (stuff needed fixing on arch with my old P4). But in the last week i got bored and wound up modding in lua instead lol. (learning C GTK/QT4 is nice, but does linux really need another mp3 player? lol)

Ideally i think the shortest route would be to come up with a backpack texture for the chest, and find some way to be able to carry those around with a full inventory.

Alternatively we could also have magic chests that have unlimited iventory like creative mode. Maybe even let the chest owner decide which nodes will be dispensed in said unlimited manner :-)

idea#3 make the iventory a 3D cube 8x8 tiles, rotatable so another x8... with 512 inventory tiles, i doubt anyone would have further cause for complaint lol

Just throwing ideas in the air :P TBH ive taken a look at the minetest source code, and while im used to working with projects with thousands of lines of code, those were CMS's, not openGL games lol it's a little beyond me. But it occurs to me we already have a tabbed interface when we start the game. Perhaps that bit could be adapted.
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by mauvebic » Mon Apr 09, 2012 14:10

In the meantime my solution was to build a giant warehouse to keep track of all the materials i have/create :P

Image
Image

And that's just the topfloor :P
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