[Mod] Smart Inventory [smart_inventory]

Re: [Mod] Smart Inventory [smart_inventory]

Postby imcasper » Tue Jun 12, 2018 8:50 am

I can't use magic shortcuts -- move the entire stack to up / down (shift + left mouse button)
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Tue Jun 12, 2018 9:43 am

imcasper wrote:I can't use magic shortcuts -- move the entire stack to up / down (shift + left mouse button)

Done. Added listring between the main and craft inventories.

@Wuzzy did you meant this listring? Please be more specific with improvement proposals then "I can't take serious". I did not understand what should work to be serious.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Sun Jun 24, 2018 8:28 pm

smart_inventory does support now the clothing mod in the same way as 3d_armor.

Tested only with skinsdb, since the clothing can work with skinsdb instead of multiskin (skinsdb and clothing needs to be in latest git version).
The combination smart_inventory + multiskin + clothing is not tested but maybe does work too.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby GamingAssociation39 » Tue Jun 26, 2018 9:21 pm

So I'm wondering if you can add in support for wooden and obsidian glass doors because they aren't anywhere to be found
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Tue Jun 26, 2018 10:03 pm

GamingAssociation39 wrote:So I'm wondering if you can add in support for wooden and obsidian glass doors because they aren't anywhere to be found
My answer https://forum.minetest.net/viewtopic.php?p=314528#p314528 is still valid, just remove the doors from smart_inventory_shaped_groups setting.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby smintzo » Sun Jul 15, 2018 4:29 pm

Hi. I'm getting the following when I try to activate this mod:
Failed to enable mod "minetest-smart_inventory-master" as it contains disallowe
d characters. Only characters [a-z0-9_] are allowed.

Any idea what I might be doing wrong please?
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Sun Jul 15, 2018 5:40 pm

Your minetest is to old. Please update to the last stable version 0.4.17.1
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Stix » Sun Jul 15, 2018 7:28 pm

smintzo wrote:Hi. I'm getting the following when I try to activate this mod:
Failed to enable mod "minetest-smart_inventory-master" as it contains disallowe
d characters. Only characters [a-z0-9_] are allowed.

Any idea what I might be doing wrong please?

Dont forget to rename the file to smart_inventory!

Also latest stable version of Minetest/Minetest-Game is 0.4.17.1
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Sun Jul 15, 2018 7:33 pm

Dont forget to rename the file to smart_inventory!
This should not be necessary anymore. In newer minetest the mod.conf file is used for the mod name at the first.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Stix » Sun Jul 15, 2018 7:38 pm

bell07 wrote:
Dont forget to rename the file to smart_inventory!
This should not be necessary anymore. In newer minetest the mod.conf file is used for the mod name at the first.

Wow, neat-o! I was tired of renaming everything xD! (i'm assuming this was changed for ContentDB to work?)
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Sun Jul 15, 2018 7:43 pm

The mod.conf is supported since MT-0.4.13 / 2015 ;-)
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Stix » Sun Jul 15, 2018 8:19 pm

bell07 wrote:The mod.conf is supported since MT-0.4.13 / 2015 ;-)

Then why would it give me errors when i forgot to rename the files? o_O
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Sun Jul 15, 2018 8:22 pm

Stix wrote:
bell07 wrote:The mod.conf is supported since MT-0.4.13 / 2015 ;-)

Then why would it give me errors when i forgot to rename the files? o_O

Some mods still not have the mod.conf. Such mods still needs to be renamed because the folder name is used as mod name in this case oO
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Stix » Sun Jul 15, 2018 11:49 pm

I have an idea on how to improve some existing textures (and add the match-recipe-mode texture), i'll work on it as soon as my laptop is fixed.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Mon Sep 10, 2018 4:20 am

Fixed a stability bug, reported for whynot game. Now the mod should be more stable.

If you find any issues, please report them, so I can look to and fix them. Any found bug is a good bug.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby RajMahal » Fri Feb 15, 2019 4:59 pm

---------------- My Question
Raj asks:
Does the search magnifying glass and text box search my inventory?
*resolved-thankyou_bell07*
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Lone_Wolf » Fri Feb 15, 2019 5:35 pm

RajMahal wrote: ---SmartInventory_mod with MT.windows64.serverv5.0.dev_mt_raj_11---
*in-process*
---------------- My Question
Raj asks:
Should the search magnifying glass and text box search my inventory? If it did work, would it crash my game?
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Fri Feb 15, 2019 7:11 pm

Raj wrote:Should the search magnifying glass and text box search my inventory? If it did work, would it crash my game?

Both functionalities are for integrated crafting guide.
The magnifying glass is an lookup tool. If you place any item to the field you get the item selected in info area and get a list with items crafteable using the placed item (if revealed).
The search fields searches for revealed items and show them in the list for recipe. Why it should crash the game? If you have issues, let me know here or beter on github, with the full error call stack from debug.txt so I can look into the issue.

Raj wrote:I installed Smart Inventory ... removal of sfinv fixed my crash. ... 5.0.dev .. if a search feature is "turned-on", it may crash game. ...
In my last tests (now again) I did not experied any crashes wirh sfinv nor with search feature. Which subgame do you use? And try you the latest Smart Inventory version from github? Pls. provide error messages from debug.txt. Without I cannot help.

Raj wrote:Where does the WorldEdit_mod Icon show up in inventory?
Tested too and the WE-Button appears. Do you use the latest Worldedit Version from github? The support was implemented after the 1.2 release (in 2017). Did you get the worldedit permission?


... By the way ...
I do not work anymore on Smart Inventory because I do not use it byself anymore. The mod is just in maintanance mode for me. That means I fix bug if reported, and I check and merge PR's on github if anyone push anything.

Smart Inventory looks strange on MT-5 and I do not plan to fix it byself. For MT-5 I switched to sfinv pimped up by smart_sfinv. The Reason for the change is I hat to implement own pages for any mod because no other mod developer uses the smartfs framework for formspecs. So I am back to "standard".
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Peril » Sat Feb 16, 2019 1:11 am

I'd very much appreciate it if you could update this mod to work with MT-5 :/ For some bizarre reason sfinv doesn't work for me. (Don't know why, don't really want to investigate either)...and your mod (I'm using an older version of MT) works perfectly well for me... I'd hate to see it disappear when the inevitable upgrade comes along.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Lone_Wolf » Sat Feb 16, 2019 1:42 am

Peril wrote:I'd very much appreciate it if you could update this mod to work with MT-5 :/ For some bizarre reason sfinv doesn't work for me. (Don't know why, don't really want to investigate either)...and your mod (I'm using an older version of MT) works perfectly well for me... I'd hate to see it disappear when the inevitable upgrade comes along.

Would it be possible to post a screenshot of how sfinv 'doesn't work'? I might be able to do the investigating for you if so
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Sat Feb 16, 2019 7:48 am

@RaiManal, can you please answer in usual "Reply" way and not modify your strange ripoff from any chat platform?
If you search for help you need to make some effort to get your question readable.

I found now the error message in the text-salad, the issue with smart_inventory + worldedit is you need more recent worldedit from git master branch.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby ThorfinnS » Wed Mar 13, 2019 8:21 pm

bell07 wrote:... By the way ...
I do not work anymore on Smart Inventory because I do not use it byself anymore....

What do you use now?
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Re: [Mod] Smart Inventory [smart_inventory]

Postby bell07 » Wed Mar 13, 2019 8:30 pm

ThorfinnS wrote:
bell07 wrote:... By the way ...
I do not work anymore on Smart Inventory because I do not use it byself anymore....

What do you use now?


Now the sfinv + the smart enhancements are part of my whynot game (My mods collection I play and work on).

But to be honest I do not play the minetest anymore, for that reason I only maintain my work, but do not active further development anymore, unless I get pleasure to write some lua lines.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Wuzzy » Thu Mar 14, 2019 11:29 am

@Wuzzy did you meant this listring? Please be more specific with improvement proposals then "I can't take serious". I did not understand what should work to be serious.

The word “listring” is unambigious and perfectly clear, well-defined and documented in lua_api.txt. Your ignorance of the official documentation is not my fault.
Anyway, since listrings are now in the mod, maybe I can take it serious now. I haven't really checked it out, maybe I will come back to it later. Or not. I don't know.
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Re: [Mod] Smart Inventory [smart_inventory]

Postby Linuxdirk » Thu Mar 14, 2019 12:02 pm

Do you really expect ANYONE to answer this?

Image
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