[Mod] Unified Inventory [git][unified_inventory]

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

Postby lonestar » Fri Jul 21, 2017 1:17 am

Dunno if it is possible, but how about having a default stack amount of 1 instead of 99 when choosing an item and having a modifier key (shift +click) to give max stack? In creative, there is no sense in giving a full stack of an item. If you do not want or cant implement this, how can I edit the mod to only give 1 of an item for default for my own use. Thanks
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby Modern Hippie » Fri Jul 21, 2017 6:19 am

lonestar wrote:Dunno if it is possible, but how about having a default stack amount of 1 instead of 99 when choosing an item and having a modifier key (shift +click) to give max stack? In creative, there is no sense in giving a full stack of an item. If you do not want or cant implement this, how can I edit the mod to only give 1 of an item for default for my own use. Thanks


That's a good idea I think!
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby false_chicken » Tue Aug 01, 2017 6:06 am

Hello. Love the mod. Is there any way to limit the number of bags a player can equip at a time? I am trying to start a realistic survival server and would like to limit players to having one backpack/bag on at a time. I would like to avoid a fork if I can. Thanks!
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby AlabamaHit » Wed Aug 09, 2017 2:34 am

lonestar wrote:Dunno if it is possible, but how about having a default stack amount of 1 instead of 99 when choosing an item and having a modifier key (shift +click) to give max stack? In creative, there is no sense in giving a full stack of an item. If you do not want or cant implement this, how can I edit the mod to only give 1 of an item for default for my own use. Thanks


Modern Hippie wrote:
lonestar wrote:Dunno if it is possible, but how about having a default stack amount of 1 instead of 99 when choosing an item and having a modifier key (shift +click) to give max stack? In creative, there is no sense in giving a full stack of an item. If you do not want or cant implement this, how can I edit the mod to only give 1 of an item for default for my own use. Thanks


That's a good idea I think!



You can gain 1 at a time by doing this.

Open "callbacks.lua"
Line 151: stack:set_count(stack:get_stack_max())
Change to: stack:set_count(1)

That will add 1 of the item instead of an entire stack.
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby fluffyofqweam » Sat Aug 12, 2017 3:09 pm

got a error when trying to load a world with this mod,

unresolved name conflicts for mods "unified inventory"
check debug.txt for details.

checked the debug.txt and it says there might be some curlfetch error? i would appreciate it you maybe someone told me a fix really want to try this mod! thanks
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby luizsab » Sat Aug 19, 2017 4:04 pm

Hello.
I found an error with Unified Inventory, the background is brown (looks like wood) and the craft table is misaligned even while is the unique mod.
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby casp3r » Mon Nov 27, 2017 4:09 pm

ok just cool :) i LOVE can put enter for search and not close the inventory i'm so happy for that
and this mod fix the inventory probs with the 3d armor 0.4.10 cool too now i've +1000 skins
but i don't like the "new" armor icon in the inventory can i replace the older with the original picture in a folder but where? how?

can you tell me that plz and all be perfect after, i'm a maniak XD

ok after looking, i see that depending of 3d armor mod i had change the pic by the older all be perfect now
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby shivajiva » Wed Nov 29, 2017 10:34 am

This mod has a minor bug, it checks creative privilege for every item in the list on player login, for me that's 451 checks where it accesses a core function due to the account having creative priv. Obviously 450 of those checks are unnecessary so I created a PR that caches the first check and subsequently checks the cache rather than calling the core function repeatedly.

The PR marginally reduces the load on login time for a player. Hopefully it will be merged soon, every bit helps...
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby KatzEyez » Thu Nov 30, 2017 3:58 am

lonestar wrote:Dunno if it is possible, but how about having a default stack amount of 1 instead of 99 when choosing an item and having a modifier key (shift +click) to give max stack? In creative, there is no sense in giving a full stack of an item. If you do not want or cant implement this, how can I edit the mod to only give 1 of an item for default for my own use. Thanks


Not sure if this will help future people, but you can get 1, 10 or 99 of an item if you have creative privs by clicking the crafting guide option at the bottom, it's the icon with the tools and the ?. This may save you from having to throw away partial stacks of items.
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby scottwolff » Wed Feb 14, 2018 10:39 pm

Amazing mod. Trope codifier.
Really, I've heard the distinction from players that if you are going more creative, use unified inventory.
Although, I haven't figured out if it is a possibility to give players a choice between light or regular. See, a desktop user was on when I turned on the light version in minetest.conf and could not access the bags icon.
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby RSLRedstonier » Tue Feb 20, 2018 2:57 pm

Hmm not sure if still being worked on by anybody but a feature to search for everything but what you tyoed could be usefull
especially with say my gemeric mod which adds over 36 unified inventory full formspec pages its cind of annoying to flick through them all to get to what I want
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby grsweb » Wed Mar 28, 2018 6:12 pm

Which mod is this ?
I want to add these options to my local games

Image

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

Postby GreenDimond » Wed Mar 28, 2018 7:04 pm

grsweb wrote:Which mod is this ?
I want to add these options to my local games

Image

Thanks

That would be Unified Inventory Plus.
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby RSLRedstonier » Thu Mar 29, 2018 9:20 pm

GreenDimond wrote:
grsweb wrote:Which mod is this ?
I want to add these options to my local games

Image

Thanks

That would be Unified Inventory Plus.

If you use unified inventory, then use unified inventory plus
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby jesusballester » Mon Apr 23, 2018 1:21 pm

I do not see the icons of the houses or the sun or the moon
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby RSLRedstonier » Tue Apr 24, 2018 3:20 pm

jesusballester wrote:I do not see the icons of the houses or the sun or the moon

those icons are based on privs, you can only use/see them if you have the right priv
if your playing singleplayer do /grantme all
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby Dan2018 » Tue May 15, 2018 3:36 pm

can we turn of creative inventory and just have the crafting guide?

Sorry, didnt fully test it. I have full permissions. On a normal user they cant just give themselves stuff.

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

Postby redblade7 » Thu Jun 14, 2018 1:44 am

I just updated one of my servers to 0.4.17.1 and the most recent mods, and every time I try and join, the server crashes with this message:

2018-06-13 21:38:57: ACTION[Server]: redblade7 joins game. List of players: redblade7
2018-06-13 21:38:57: ACTION[Server]: redblade7 leaves game. List of players:
2018-06-13 21:38:58: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback on_joinplayer(): .../games/minetest_game/mods/unified_inventory/internal.lua:289: bad argument #1 to 'lower' (string expected, got table)
2018-06-13 21:38:58: ERROR[Main]: stack traceback:
2018-06-13 21:38:58: ERROR[Main]: [C]: in function 'lower'
2018-06-13 21:38:58: ERROR[Main]: .../games/minetest_game/mods/unified_inventory/internal.lua:289: in function 'ffilter'
2018-06-13 21:38:58: ERROR[Main]: .../games/minetest_game/mods/unified_inventory/internal.lua:300: in function 'apply_filter'
2018-06-13 21:38:58: ERROR[Main]: ...games/minetest_game/mods/unified_inventory/callbacks.lua:20: in function <...games/minetest_game/mods/unified_inventory/callbacks.lua:12>
2018-06-13 21:38:58: ERROR[Main]: (REMOVED)/bin/../builtin/game/register.lua:420: in function <(REMOVED)/bin/../builtin/game/register.lua:400>


EDIT: Commenting out line 289 "ldesc = string.lower(def.description)" and replacing with "ldesc = def.description" on gets the server to start, but using the search bar crashes with a similar message "bad argument #1 to 'find' (string expected, got table)"

EDIT: If I comment out the following lines:
local lname = string.lower(name)
local ldesc = string.lower(def.description)
return string.find(lname, lfilter, 1, true) or string.find(ldesc, lfilter, 1, true)

and replace with: "return true"
There are no crashes, but the search feature does not work
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby bell07 » Thu Jun 14, 2018 5:59 am

I get the similar issue after updating mods last days. It is not fault of 9.4.17.1 an not of unified_inventory.
Any mod register any item wrong, with table in description field. In my case it was the farming mod (tenplus1 version).

My fix is https://notabug.org/TenPlus1/Farming/pulls/2

So please check all your updated mods for similar issues.
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby redblade7 » Thu Jun 14, 2018 2:17 pm

bell07 wrote:I get the similar issue after updating mods last days. It is not fault of 9.4.17.1 an not of unified_inventory.
Any mod register any item wrong, with table in description field. In my case it was the farming mod (tenplus1 version).

My fix is https://notabug.org/TenPlus1/Farming/pulls/2

So please check all your updated mods for similar issues.


You're right, after I updated Farming Redo I have no crashes, and the search works properly. Funny thing is the fix was applied within a few hours after I had downloaded it. Thank you so much!
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby izzyb » Thu Jun 14, 2018 5:25 pm

Links are broken.

Think the correct link for the source is here:

https://gitlab.com/VanessaE/unified_inventory.git
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby KCoombes » Fri Aug 17, 2018 1:26 am

izzyb wrote:Links are broken.

Think the correct link for the source is here:

https://gitlab.com/VanessaE/unified_inventory.git


This link results in a plain text message "You need to sign in or sign up before continuing." on a white screen. Is there no other repository for this mod?
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby VanessaE » Fri Aug 17, 2018 4:13 am

The correct URL is https://github.com/minetest-mods/unified_inventory

Fixed in the first post.
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby Linuxdirk » Sun Apr 21, 2019 8:42 pm

Just a quick question: Is there a way to programmatically “click” a registered button from another formspec without manually iterating over unified_inventory.buttons and check for name == "mymod:mybutton" and then running action(player)?
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Re: [Mod] Unified Inventory [git][unified_inventory]

Postby Robsoie » Sat Apr 27, 2019 12:37 am

Is there a way to disable the "clear inventory" button or remove it completely from the inventory screen ?
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