[Mod] Inventory Plus [inventory_plus] additional formspec buttons

cornernote
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[Mod] Inventory Plus [inventory_plus] additional formspec buttons

by cornernote » Mon Sep 17, 2012 09:41

Inventory Plus for Minetest

Allows additional formspec buttons to be added to the player inventory.

Documentation | GitHub Project

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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.

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Last edited by cornernote on Thu Jan 16, 2014 10:45, edited 1 time in total.
 

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by creeper96 » Tue Sep 18, 2012 12:12

Hay maybe you could try adding camo to your Armors it would be EPIC you can use dye or make a paint mod to colour it in
 

cornernote
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by cornernote » Tue Sep 18, 2012 23:47

from NekoGloop in IRC:
thought of adding a trash can spot to the inventory?
this formspec has a field of slots and a button
when pressed, the button trashes the items
 

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by cornernote » Wed Sep 19, 2012 00:51

Talking to <T_A_N_K> and <GloopMaster> in IRC.

T_A_N_K suggested a trading API, no need to have a formspec when you click a player.
GloopMaster suggested applying the trading API as an inventory_plus mod

so it would be something like this:

in inventory_plus, a new button "Trading"

Trading Overview

button[Request New Trade]

label[My Trade Requests]
for each outgoing trade request show a button with the other players name, button goes to player trade page

label[Incoming Trade Requests]
for each incoming trade request show a button with the other players name, button goes to player trade page


New Trade - done by trader

inventory[give, 3x3] <-- can drag items to here
inventory[player inventory]
input[player_name]
input[message] <-- message is sent to other player
input[price] <-- for support of a currency type mod
button[request] <-- sends the request to the other player



Trade Request - done by tradee

label[message] <-- message from trader
input[message] <-- message is sent to trader
inventory[get, 3x3] <-- this is locked
inventory[give, 3x3] <-- can drag items to here
inventory[player inventory]
button[request]
button[reject]


Trade Confirm - done by trader

label[message] <-- message from tradee
input[message] <-- message is sent to tradee
inventory[get, 3x3] <-- this is locked
inventory[give, 3x3] <-- can drag items to here, onchange cannot confirm
inventory[player inventory]
button[request] <-- can only do this if player changes "give", if this happens then the tradee will see this screen
button[confirm]
button[reject]
Last edited by cornernote on Wed Sep 19, 2012 00:54, edited 1 time in total.
 

cornernote
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by cornernote » Wed Sep 19, 2012 02:23

idea spawned from here: http://minetest.net/forum/viewtopic.php?pid=43463#p43463

add a slot for a craft table, start with a 2x2 (or 1x2 or 1x1) which allows you to craft the next biggest table
 

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Topywo
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by Topywo » Wed Sep 19, 2012 07:48

cornernote wrote: when you click a player.

Could trade be made possible:
- Over (long) distance (Iike using an 'invisible' cargo transport)?
- On a virtual (or build by using a mod) trademarket?

You and some other modders seem to do miracles with lua the last few months.
 

cornernote
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by cornernote » Wed Sep 19, 2012 08:00

i was thinking more of an instant thing... once you accept, goods are transferred.

just had another idea... mailbox to message offline players
 

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by cornernote » Mon Oct 01, 2012 03:30

now adds support for refill/trash (thanks @PilzAdam for code in your better vanilla game)
 

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by cornernote » Mon Oct 01, 2012 09:43

UbuntuNerd wrote:You should Make a Node_Ownership GUI mod ;)


good idea
 

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by GJH105775 » Tue Oct 02, 2012 11:56

Great mod.+1
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by rubenwardy » Tue Oct 02, 2012 12:18

craft should be selected by default, or there should be a initial_selected_tab option (in the lua code)
 

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by cornernote » Tue Oct 02, 2012 13:04

rubenwardy wrote:craft should be selected by default, or there should be a initial_selected_tab option (in the lua code)


done, craft is default, you can change default in minetest.conf with a setting like this:
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inventory_default = main
 

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by Temperest » Tue Oct 02, 2012 20:07

I don't think the inventory_default setting is documented in the README. Otherwise, looking good. I love the refill and trash fields, especially.
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by MirceaKitsune » Fri Oct 05, 2012 09:32

Looks like a really amazing mod from the screenshots... I should check it out soon. Hope this + the workbench might become part of MineTest, it looks even nicer than MineCraft's inventory system at a first look :)
 

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by lolypop » Wed Nov 21, 2012 19:24

lol 1+
 

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by davidpace » Sun Dec 02, 2012 22:10

Could you add a search bar? Maybe I'm just nuts, but it would really help me with my 22 pages of items :)
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by kaeza » Mon Dec 03, 2012 07:53

davidpace wrote:Could you add a search bar? Maybe I'm just nuts, but it would really help me with my 22 pages of items :)

You may want to take a look at this. It's for latest 0.4.4 though, so update your client.
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by luk3yx » Mon Dec 24, 2012 00:45

This is an excellent mod and an excellent idea! I think all mods similar to this should also provide a library for third-party mods.
Last edited by luk3yx on Tue Dec 27, 2016 04:44, edited 1 time in total.
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by Traxie21 » Wed Mar 20, 2013 14:28

I believe 0gb.us is maintaining a more updated version of this
 

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by sfan5-bot » Thu Mar 28, 2013 16:36

[EE] No Dependencies found


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by CheerfulCherub » Mon Mar 24, 2014 21:58

Thanks for this lovely mod, it works and I am so happy I can play as a girl now, since I am one lol.
 

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by amadin » Thu Aug 06, 2015 06:22

Do you can add an option to set background and buttons color? When you press i, the inventory that pops up is called a "formspec" in the modding api. But i don't know how to add color option in mod but i find example of this https://github.com/minetest-technic/uni ... ternal.lua
 

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by TenPlus1 » Wed Mar 23, 2016 16:35

Update:

- Changes to formspec added, creative screen looks better
- Added trashcan to crafting screen
- Some error checking added

https://github.com/tenplus1/inventory_plus
 

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by cornernote » Thu Mar 24, 2016 01:25

Hey @TenPlus1, any chance you can do a PR with those changes? That would be awesome!
 

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by Napiophelios » Thu Mar 24, 2016 05:18

If you use the workbench mod with this you get 2 different craft buttons;
Is there any way the mod can check if workbench is present and default to its craft grid?
 

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by azekill_DIABLO » Tue Mar 29, 2016 15:55

cool mod!

it's a nice work
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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by Lupercus » Thu Jan 05, 2017 17:43

Is there any way to run this without creative mode, so skins, armor, worldedit are accessable without creative being enabled?
 

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by Alcyone » Tue Jan 24, 2017 10:56

Lupercus wrote:Is there any way to run this without creative mode, so skins, armor, worldedit are accessable without creative being enabled?


Yes, use the one of TenPlus1
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