[Mod] Unified Inventory [1.0] [unified_inventory]

ranta
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by ranta » Mon Feb 24, 2014 22:40

some recipes dont seem to show for me i dont know if this is a unified invetory issue or a technic issue as only the technic recipes(specificallythe lv grinder which someone helped me with, the silicon doped wafer recipes, and the stainless steel recipe) are affected i thought id post here first running 0.4.9
 

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by RealBadAngel » Wed Feb 26, 2014 18:40

ranta wrote:some recipes dont seem to show for me i dont know if this is a unified invetory issue or a technic issue as only the technic recipes(specificallythe lv grinder which someone helped me with, the silicon doped wafer recipes, and the stainless steel recipe) are affected i thought id post here first running 0.4.9


doped wafer and stainless steel are not craftable items, they can be cooked using alloy furnace.
UI shows the method for each recipe.
 

ranta
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by ranta » Wed Feb 26, 2014 19:40

RealBadAngel wrote:
ranta wrote:some recipes dont seem to show for me i dont know if this is a unified invetory issue or a technic issue as only the technic recipes(specificallythe lv grinder which someone helped me with, the silicon doped wafer recipes, and the stainless steel recipe) are affected i thought id post here first running 0.4.9


doped wafer and stainless steel are not craftable items, they can be cooked using alloy furnace.
UI shows the method for each recipe.

that what i mean its not showing the alloy funace recipe for them at all it just brings up a blank crafitng grid with no alternate pages
 

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by cheapie » Wed Feb 26, 2014 20:22

ranta wrote:
RealBadAngel wrote:
ranta wrote:some recipes dont seem to show for me i dont know if this is a unified invetory issue or a technic issue as only the technic recipes(specificallythe lv grinder which someone helped me with, the silicon doped wafer recipes, and the stainless steel recipe) are affected i thought id post here first running 0.4.9


doped wafer and stainless steel are not craftable items, they can be cooked using alloy furnace.
UI shows the method for each recipe.

that what i mean its not showing the alloy funace recipe for them at all it just brings up a blank crafitng grid with no alternate pages


That's because unified_inventory doesn't support non-standard crafting methods (grinding, alloy smelting, etc.).
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by Pitriss » Thu Feb 27, 2014 09:05

this is probably bug because older version on our private server shows also alloy/extract/compress recipes from technic
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JPRuehmann
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by JPRuehmann » Tue Mar 25, 2014 23:04

Hello

This is the best Inventory Ive seen for Minetest.
But I have a Problem. As ever, when I begin such games. I must have all the mods and so on.
But now I have the Problem. If I do anything in the Inventory that leads on another Side, such as searching or jumping then Unified Inventory disables itself and the next Side will be presented by the Default Inventory.

I can not preload the graphics, because minecraft than runs amok with an GL Memory failure.

Is there something in work, that the Inventory whaits longer or anything else so it works. It can be slow, but it should work.

Thanks,
JPR
 

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JPRuehmann
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by JPRuehmann » Tue Apr 01, 2014 17:37

Hello

It is working fine now.
RTFM Disabled the creative mod in the games .mt file (load_mod_creative = false).
should have read the thread completely before.

I Think autosearch would be fine.

But one Problem I still have, that is if i enter a Term in the search field and then press the Enter Button I leave the Inventory such as by pressing the escape Button that is very disturbing.

Thanks for your work,
JPR
 

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by cHyper » Wed Apr 02, 2014 11:27

cHyper wrote:
RealBadAngel wrote:
sfan5 wrote:There is just waypoint functioniality, you need a mod to actually utilize them.


Here you go: https://github.com/minetest-technic/unified_inventory/tree/waypoints


waypoints are a great awesome feature...
--------------------------------------------------------
 

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JPRuehmann
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by JPRuehmann » Mon Apr 14, 2014 03:29

Hello
is there a way to Search after Enter?
Thanks,
JPR
 

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by Krock » Mon Apr 14, 2014 09:37

JPRuehmann wrote:Hello
is there a way to Search after Enter?
Thanks,
JPR

No, enter closes the window like at signs and the chat-box.
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JPRuehmann
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Re: [Mod] Unified Inventory [1.0] [unifiedinventory]

by JPRuehmann » Sat Apr 26, 2014 12:45

Hello
It is me again.
I´ve got a problem with unified Inventory and creative_mode.
In Singleplyer everything works as expected creative and survival.
I had it working normally before as I´ve build a big house in Creative_mode.
But then along with an Update I think it stopped working on Server Mode server or local alike.
the server runs in creative_mode = true, the local Server is running in creative_mode = true and all players have the creative Priv.
Is there anything I could look?
Do you know of an Update recently that disabled the creative mode for Servers?
I had Tested it with a new Database and only the unified_inventory enabled and the minetest default game.
Thanks,
JPR
 

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Re: [Mod] Unified Inventory [1.0] [unifiedinventory]

by ShadowNinja » Tue Apr 29, 2014 15:46

JPRuehmann wrote:I´ve got a problem with unified Inventory and creative_mode.

Make sure you're running the latest version of unified_inventory and describe exactly how it isn't working (default creative inventory shows up? UI shows up but buttons don't work? The normal inventory shows up? UI shows up but thinks you're in survival mode?).
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JPRuehmann
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Re: [Mod] Unified Inventory [1.0] [unifiedinventory]

by JPRuehmann » Tue Apr 29, 2014 16:32

Hello
I can only use the first 9 Fields and cant interchange fields.
I´m pretty shure that I am using the actual Unified_inventory (github)
and the newest Version of minetest (github)
Thanks,
JPR
 

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Krock
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Re: [Mod] Unified Inventory [1.0] [unifiedinventory]

by Krock » Tue Apr 29, 2014 16:34

Ah found a missing letter:

Title old:
[Mod] Unified Inventory [1.0] [unifiedinventory]
Correct:
[Mod] Unified Inventory [1.0] [unified_inventory]


JPRuehmann wrote:I can only use the first 9 Fields and cant interchange fields.

Chat message bug. It makes buttons on top unuseable.
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Re: [Mod] Unified Inventory [1.0] [unifiedinventory]

by JPRuehmann » Tue Apr 29, 2014 16:42

Thanks for the Info.
And how make it work?
Thanks,
JPR
 

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Re: [Mod] Unified Inventory [1.0] [unifiedinventory]

by Krock » Tue Apr 29, 2014 17:17

JPRuehmann wrote:Thanks for the Info.
And how make it work?
Thanks,
JPR

(task starting in the inventory)
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Re: [Mod] Unified Inventory [1.0] [unifiedinventory]

by JPRuehmann » Thu May 01, 2014 11:30

Hello
I realised it after doing what you´ve told.
That is the complete oppposite of my Problem.
My Problem is that I can only use the first nine fields.
What you give me is the opposite if I can´t use the first nine fields.
Thanks,
JPR
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by cHyper » Fri May 23, 2014 18:42

waypoints do not work with the mod 4itemnames.
the overlay-informations of waypoints disappears on the screen.
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by RealBadAngel » Sat May 24, 2014 02:48

cHyper wrote:waypoints do not work with the mod 4itemnames.
the overlay-informations of waypoints disappears on the screen.


I cant find such mod...
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by RHR » Sat May 24, 2014 07:00

 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by cHyper » Sat May 24, 2014 08:57

you can't combine HUD elements together, why?
is this a bug?

when you choose damage in the menu, all works fine with the unifield-inventory!

Image
first line => testclock
2nd line => waypoints of unified-inventory
mode = damage enabled!!
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by 4aiman » Sat May 24, 2014 18:29

cHyper wrote:waypoints do not work with the mod 4itemnames.
the overlay-informations of waypoints disappears on the screen.


Well, it's clearly NOT my fault but HUD API inconsistence.
Remember, HUDs are experimental.
See this line #48?
Should you comment this, it would become obvious that huds[pll] contains WRONG ID.

What can I do?
Nothing really... See line's #47 comment...

But I have a workaround
SOFT-DEPEND unified inventory on 4itemnames.
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RealBadAngel
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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by RealBadAngel » Sun May 25, 2014 22:30

I already made a version that works with UI, and propably will merge improved code.
And soft depending is not a solution. Basic thing was to add hud elements after builtin statbar.lua
One can achieve that putting the code into minetest_after.
This way given ID wont change and wont overwrite any other mods ones. Also hud_change will work...

Below is improved and optimized a bit code. But theres still more to change, function that is called on dstep
and for every player should be way faster than that.
For example, descriptions should be collected into one table once, on startup instead of constantly searching for them.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local wield = {}
local huds = {}
local dtimes = {}
local dlimit = 3  -- hud will be hidden after this much seconds
local airhudmod = minetest.get_modpath("4air")

local function get_desc(item)
    if minetest.registered_nodes[item] then return minetest.registered_nodes[item]["description"] end
    if minetest.registered_items[item] then return minetest.registered_items[item]["description"] end
    if minetest.registered_craftitems[item] then return minetest.registered_craftitems[item]["description"] end
    if minetest.registered_tools[item] then return minetest.registered_tools[item]["description"] end
    return ""
end

minetest.register_on_joinplayer(function(player)
   minetest.after(0.0, function()
   local player_name = player:get_player_name()
   local off = {x=0, y=-70}
   if airhudmod then
      off.y=off.y-20
   end
   huds[player_name] = player:hud_add({
      hud_elem_type = "text",
      position = {x=0.5, y=1},
      offset = off,
      alignment = {x=0, y=0},
      number = 0xFFFFFF ,
      text = "",
   })
   print(dump("item hud id: "..huds[player_name]))
   end)
end)

minetest.register_globalstep(function(dtime)
   local players = minetest.get_connected_players()
   for i,player in ipairs(players) do
      local player_name = player:get_player_name()
      local wstack = player:get_wielded_item():get_name()

      if dtimes[player_name] and dtimes[player_name] < dlimit then
         dtimes[player_name] = dtimes[player_name] + dtime
         if dtimes[player_name] > dlimit and huds[player_name] then
            player:hud_change(huds[player_name], 'text', "")
         end
      end

      if wstack ~= wield[player_name] then
         wield[player_name] = wstack
         local desc = get_desc(wstack)
         dtimes[player_name] = 0
         if huds[player_name] then
            player:hud_change(huds[player_name], 'text', desc)
         end
      end
   end
end)

 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by dgm5555 » Tue May 27, 2014 20:11

Having used unified inventory for a while, I have a couple of suggestions for improvements.

1. Under Page x of x, include the modnameTopLeftNode -- modnameLowRightNode (as displayed in the panel underneath
2. A button to switch of an entire row of nodes with the top row on the L panel
3. A button to copy/swap the top 1,2,or 3 rows directly into a bag (depending on bag size) (and possibly add a 4 row chest)
4. A way of naming bags (eg gardening bag, castle building bag, etc)
2, 3 and 4 would be handy for setting up inventories for particular building projects

5. I would also love it if hitting enter in the search bar did the search instead of closing the form (how many hundreds of times have I done that!!!) [Don't worry, I know this is an engine thing]
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by 4aiman » Wed May 28, 2014 08:01

RealBadAngel, thanks for suggestions, I really appreciate your help!
But there are some "but"s and questions:
1. Descriptions may change over time. Not so often, but it can happen. Which leads to:
2. Descriptions are changed after all other mods are loaded, so there are probably minetest.after(0) in a translation mod. How do I know when some description-changing-mod will finish to change descriptions if I'm going to store changed ones? I can soft-depend 4itemnames on that translation mod, but still won't be able to determine how much time it'll need.
3. How faster would it be to index
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
some_table[nodename].description
than to index
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.registered_nodes[nodename].definition.description
? Does indexing takes that long?
3. Why do you suggest removing meta? It's essential that this mod shows it. At least it was meant to show it.
4. Adding debug output slows this (and any other) mod much more than multi-level indexing of a global table (in a singleplayer). Tell the owner of Acer Aspire One otherwise ;)

I don't say that there's nothing to improve but there are some things to mind.
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by JPRuehmann » Thu Jun 19, 2014 20:05

Hello
I´ve found a workaround for my Problem with only the first nine Slots working.
I´ve copied a clean local user File to my Server user File (overwrite it) and everything works fine.
I don´t know why but somehow the Server File got corrupted.
Thanks,
JPR
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by HeroOfTheWinds » Thu Jul 10, 2014 06:43

Something after using this mod for quite a while with much enjoyment, I found out that it is completely incompatible with Zeg9's skins mod: viewtopic.php?id=4147

Is there any chance that this mod might be supported in the future?
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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by JPRuehmann » Thu Jul 10, 2014 06:58

Try using U_Skins, https://forum.minetest.net/viewtopic.php?f=9&t=8816 that should do the Trick.
Have Fun,
JPR
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by Marshall_maz » Mon Jul 21, 2014 12:41

I can't figure out how to make waypoints work. Can someone point me in the right direction please ?
 

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Re: [Mod] Unified Inventory [1.0] [unified_inventory]

by ShadowNinja » Mon Jul 21, 2014 16:35

Marshall_maz wrote:I can't figure out how to make waypoints work.

You need a recent version of the datastorage mod for waypoints to work. The datastorage repo is in the minetest-technic GitHub organization.
I play on my Minetest server and VanessaE's.
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