Search found 597 matches

by bell07
Wed Feb 27, 2019 11:08
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

No stinginess in creative, just get always the full stacks;-)

Next mod appears: creative_maxstack

Image

The mod does not depend on any mods in this modpack and can be used standalone.
by bell07
Tue Feb 26, 2019 17:30
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

While I'm thinking of it, it would be nice if I could drag my pickaxe onto the output (or some other similar box) and it would fill in the grid with the recipe. I've been playing around with the Tool Ranks mod, and the hassle of dragging sticks and stones (or iron) around, then clearing the grid, p...
by bell07
Tue Feb 26, 2019 17:18
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

I either split 8 ways and drag the extra one back into inventory, or just grab as many as I want to use and put them into the grid and split into 7. I don't really want to use up everything in stock, so ALL isn't quite right, but neither is 10. You can place more-then-needed/all sticks to the craft...
by bell07
Tue Feb 26, 2019 10:02
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

I added both feature requests to github, will take a deeper look if I find time. For multi-selection there is a way to hold shift and use mouse wheel for faster items selection but I agree it is not the best way. Which use-case do you have for this requirement? Because in Minetest game in creative t...
by bell07
Sat Feb 16, 2019 07:48
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38905

Re: [Mod] Smart Inventory [smart_inventory]

@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...
by bell07
Fri Feb 15, 2019 19:11
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38905

Re: [Mod] Smart Inventory [smart_inventory]

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 ...
by bell07
Tue Feb 05, 2019 06:15
Forum: Mod Releases
Topic: [Mod] Treasurer [0.2.0] [treasurer]
Replies: 24
Views: 15157

Re: [Mod] Treasurer [0.2.0] [treasurer]

Give up the tsm_geomoria mod. I do not use it anymore and duane abadoned the Geomoria mod.

Latest version (including git history) attached.
@Wuzzy, please update the first post, set the download link to the attached file.
by bell07
Tue Jan 29, 2019 21:09
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

I tried your described setting and see the issue with the buttons. Pls. disable / delete the "smart_sfinv_tweaks" mod from your copy, that contains the 3x buttons. The tweaks are optimized for "default" crafting system and sfinv-builtin crafting page. Unsure if the "Sweep cr...
by bell07
Wed Jan 16, 2019 19:23
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16322

Re: [Game] Wynot Subgame [whynot]

In preparation for Minetest 5 I updated the Whynot game. Major changes are: minetest_game updated to version 5 smart_inventory replaced by sfinv + craftguide + smart_sfinv Modpack Player Skins uses mods from my enhanced player_api modpack. Skin selector is the skinsdb5 All other mods are as usual at...
by bell07
Tue Jan 15, 2019 11:22
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

Next mod: sfinv_buttons
The mod name not "smart" to be compatible to the Simple Fast Inventory
Based on Rubenwardy's Enhancement

Image
by bell07
Mon Jan 14, 2019 20:15
Forum: Mod Releases
Topic: [Modpack] Help [1.3.0] [doc]
Replies: 78
Views: 19213

Re: [Modpack] Help [1.2.2] [doc]

@wuzzy, I wrote an enhancement for craftguide using the new API function. The enhancement uses your reveal system from doc + doc_items mods. This way the crafting guide show only items crafteable by already revealed items. Both information systems are in sync regarding what the player is allowed to ...
by bell07
Fri Jan 11, 2019 12:03
Forum: Mod Releases
Topic: [Mod] Hunger with HUD bar [1.1.0] [hbhunger]
Replies: 108
Views: 34239

Re: [Mod] Hunger with HUD bar [0.7.1] [hbhunger]

Just get the mod working with minetest 5 dev trough the next hack: Added 2 lines at the end of init.lua -- Remove builtin bars core.hud_replace_builtin("health", {hud_elem_type ~= "statbar"}) core.hud_replace_builtin("breath", {hud_elem_type ~= "statbar"}) Uns...
by bell07
Thu Jan 10, 2019 08:32
Forum: WIP Mods
Topic: [mod] Random spawning with spawn sharing [rspawn]
Replies: 37
Views: 3362

Re: [mod] Random spawning with /spawn + invitations [rspawn]

Great Mod! For reference: my startanode mod does have some similar logic but for singlenode-worlds. Can you pls. add a settings "min_pos_x" / "max_pos_x", "min_pos_z" / "max_pos_z" or just "radius" instead of hardcoded "-30000,30000"? So th...
by bell07
Wed Dec 19, 2018 17:51
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

I develop usually for stable. But now got the modpack MT-5 ready, including compatibility fix for https://github.com/minetest/minetest_game/pull/2275 by the way.

With this pull the "sweep" and "rotate" buttons are available on creative page(s) too.

Pls. test again
by bell07
Wed Dec 19, 2018 14:07
Forum: Mod Releases
Topic: [Mod] Inventory Tweaks [2.0.1] [beta] [invtweak]
Replies: 48
Views: 20734

Re: [Mod] Inventory Tweaks [2.0.1] [beta] [invtweak]

Just for reference, implemented mentioned tweeks "compress" and "swipe" for current default inventory sfinv in new mod smart_sfinv_tweaks in my smart_sfinv modpack.
by bell07
Wed Dec 19, 2018 14:02
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

Next development iteration is done. - Cleaned up code - created an Enhancement-API mod for better geting mods working together. - New mod: smart_sfinv_tweaks, adds new additional tweak buttons to the inventory https://forum.minetest.net/download/file.php?mode=view&id=17683 New buttons are: - Swe...
by bell07
Thu Nov 01, 2018 16:24
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

The tab highlighting should be fixed now. "The window jump around": The idea was the list is a panel that extend the inventory at the left site. But I did not found any way to manage the rest of inventory is placed to the same position on screen :-( Resizing is not an option because no zoo...
by bell07
Mon Oct 29, 2018 21:10
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

Thank you for suggestion!

Now an "Creative" tab appears that manages all the creative pages, the site bar appears only if the "Creative" tab is selected
by bell07
Mon Oct 29, 2018 20:13
Forum: WIP Mods
Topic: [Mod] Laptop (WIP) (V. 0.39)
Replies: 239
Views: 21410

Re: [Mod] Laptop (WIP) (V. 0.39)

Thank you for the bug report. Found the issue with printer app and "Printer removed" Status. Fixed in GA and my fork github repo
by bell07
Mon Oct 01, 2018 18:12
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

I removed the "Tools" because the group is useless for me. The group contain by default a lot of non-tools like all Armor, all Spawn Eggs and some other Items like Maiddroid Core's. Usually you know the mod that did registered a specific tool. Of course I can hard-code some exceptions. All...
by bell07
Wed Sep 12, 2018 22:02
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

Re: [modpack] Smart sfinv enhancements [smart_sfinv]

Added second mod: smart_sfinv_navfs. Move all creative categories to the left site. The tabheader[] is not really able to handle many tabs.
Image
by bell07
Wed Sep 12, 2018 18:01
Forum: WIP Mods
Topic: [modpack] Smart sfinv enhancements [smart_sfinv]
Replies: 21
Views: 2108

[modpack] Smart sfinv enhancements [smart_sfinv]

This modpack contains different experimental enhancements for the sfinv Inventory inspired by my smart_inventory mod. My goal is to use my experience in inventory development to port the best features to the "Default" Inventory sfinv. In long term this modpack should replace the smart_inve...
by bell07
Mon Sep 10, 2018 04:20
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38905

Re: [Mod] Smart Inventory [smart_inventory]

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.
by bell07
Mon Sep 10, 2018 04:16
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16322

Re: [Game] Wynot Subgame [whynot]

smart_inventory updated in whynot. Now the game should be more stable for users experienced such issues
by bell07
Sun Sep 09, 2018 20:24
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16322

Re: [Game] Wynot Subgame [whynot]

Still no idea what is happens, and still no expected output in debug.txt. To be sure... Pls add if not crecipe then print("no crecipe for", dump(recipe)) elseif not crecipe.is_revealed then print("no is_revealed for", dump(crecipe)) else print("nothing above happens", d...