[Mod] Unified Inventory [git][unified_inventory]

bell07
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Re: [Mod] Unified Inventory [git][unified_inventory]

by bell07 » Mon Nov 07, 2016 06:24

As I wrote already in bug request: Agree the privileges should not be irrevocable for single player. But the issue in unified inventory is the second one. In singleplayer I do not need to disallow the cheating for me self. I like cheats. But the cheats should be "hacky" and not regular gameplay functionality implemented as buttons in inventory screen. If I play survival the game experience is broken with unified inventory because the "giveme_1-99" buttons are very near to the "craft_1-99" buttons. The chance for wrong-clicks is high.
So my proposal is to disable all cheating buttons in unified inventory by default in non-creative mode to not touch the expected game experience.
I do not like all cheating buttons, my daughter do not need the giveme buttons but like the set_day button. The other daughter like all buttons. So it will be nice to have a user-preferences-configuration for the cheating buttons. If enabled the UI should further check the permission for the cheat.
 

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

by Wuzzy » Mon Nov 07, 2016 11:39

@bell07: Everything you said is true. But the “cheating” buttons in UI depend on your privileges.
If you have the “settime” priv, you can set time and day. If you have the “home” priv, you can set a home position and teleport back to it. If you have the “give” or “creative” priv, you can give stuff to yourselves. Each feature is unavailable without those privs.

This works just fine in multiplayer, and your suggestion already works, by using privs.
The real problem is that singleplayer has too many irrevokable default privs. If the list of default privs is reduced, all these issues are removed. Just apply my workaround, then you start off without any of those super features, but you can use “/grant singleplayer” all anytime, of course.

I have also posted pull requests for Minetest and Minetest Game to reduce the list of default singleplayer privs. If they get merged, UI will work out of the box. I tested it. So this shows that the issue lies in Minetest and Minetest Game, and NOT in UI.


EDIT: The priv changes got merged into Minetest. If you download the experimental Minetest developer version from now on, you will as singleplayer only start with minimal privileges (but you can always use “/grantme all”). Which fixes the overpoweredness of UI in singleplayer. :-)
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New features

by Wuzzy » Mon Nov 28, 2016 18:20

Recent changes in Unified Inventory:

- Buttons which are useless to you becauce you lack privileges are now disabled and look like this:
Image

- Crafting guide result now shows the “real” item name along the itemstring.
- Enabled “Give me” buttons in Creative Mode and with creative privilege as well
- Unified Inventory hard-depends on default now. :-( Sorry, non-Minetest-Game users, Unified Inventory is now useless for you. It was a nice time having you. Good riddance! xD (I think this should be reverted)
- Bag inventories now have a trash slot


PS: I started a poll about Unified Inventory's bags here: viewtopic.php?f=47&t=15957&p=241076
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Re: [Mod] Unified Inventory [git][unified_inventory]

by mahmutelmas06 » Mon Nov 28, 2016 20:40

Why not hide buttons completely instead of making them shadow.
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Re: [Mod] Unified Inventory [git][unified_inventory]

by Wuzzy » Mon Nov 28, 2016 21:32

Because they could be re-enabled when you get new privs, i.e. at any time in the game. The functionality is not completely gone. Also, the positions of the buttons stay the same at all times.
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Re: [Mod] Unified Inventory [git][unified_inventory]

by mahmutelmas06 » Tue Nov 29, 2016 07:29

I think they should be optional buttons. We should able to disable them in options.
Like disable_admin_buttons = true

or you can combine them into a menu.
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Re: [Mod] Unified Inventory [git][unified_inventory]

by Wuzzy » Tue Nov 29, 2016 11:31

No, mahmutelmas06, this is completely unneccessary IMO. The buttons are simply enabled on a privilege basis:

  • Set time to 6:00: settime
  • Set time to 18:00: settime
  • Go home: home (from Minetest Game)
  • Set home: home (from Minetest Game)
  • Clear inventory: creative (from Unified Inventory), or Creative Mode is enabled

The feature is actually not new (the buttons did not work w/o privs previously as well), it is only an interface change to improve visual feedback.
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Re: [Mod] Unified Inventory [git][unified_inventory]

by xeranas » Thu Dec 01, 2016 16:21

I would prefer to pixel art based icons as they would look more "naturally" in minetest. But that's maybe just me.
 

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

by Andrey01 » Thu Dec 01, 2016 16:50

VanessaE, what did you write the article still about Unifed Inventory for, if that mod was done earlier by RealBadAngel?
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Re: [Mod] Unified Inventory [git][unified_inventory]

by mahmutelmas06 » Thu Dec 01, 2016 18:06

xeranas wrote:I would prefer to pixel art based icons as they would look more "naturally" in minetest. But that's maybe just me.


+1
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Re: [Mod] Unified Inventory [git][unified_inventory]

by mase » Sun Feb 26, 2017 16:18

I find it confusing, that mobs are in the crafting guide. This makes the crafting guide
bloating. There should only craftable items shown there.
 

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

by Nathan.S » Sun Feb 26, 2017 16:28

unless you are in creative mod it will only show items that have crafts. In creative mod it will show all he nodes that are registered, otherwise you'd have no way of getting those nodes while in creative.
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Re: [Mod] Unified Inventory [git][unified_inventory]

by mase » Sun Feb 26, 2017 16:30

Yes, you are right. I forgot to disable creative mode. I enabled it to test some new mods.
 

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

by AlexYst » Sun May 14, 2017 19:44

Is there any chance a function for generating formspecs could be added? I'm trying to build sub-pages, and need something similar to sfinv.make_formspec(), but for unified_inventory.
 

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

by Fixer » Mon Jun 19, 2017 21:11

Feature request:
+ add button for sorting items in player inventory (say, if there are gaps - items shifted to left, if there are same blocks - they are merged into one stack, etc)
 

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

by Wuzzy » Tue Jun 20, 2017 12:06

@y.st.: You can already add pages for Unified Inventory, there's even an API for that, but it is completely undocumented.
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Re: [Mod] Unified Inventory [git][unified_inventory]

by TumeniNodes » Tue Jun 20, 2017 12:58

Wuzzy wrote:@y.st.: You can already add pages for Unified Inventory, there's even an API for that, but it is completely undocumented.

Whaaaaa? I didn't know this either. Thanks Wuzzy
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Re: [Mod] Unified Inventory [git][unified_inventory]

by Andrey01 » Wed Jun 21, 2017 14:16

Hm... Vanessa, what have you publiced the same mod for if it belongs to RealBadAngel?
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Re: [Mod] Unified Inventory [git][unified_inventory]

by KCoombes » Wed Jun 21, 2017 19:21

Andrey01 wrote:Hm... Vanessa, what have you publiced the same mod for if it belongs to RealBadAngel?


viewtopic.php?f=3&t=14228&hilit=RealBadAngel

Vanessa is kind enough to continue RBA's work.
 

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

by Wuzzy » Sat Jun 24, 2017 12:10

Someone has a problem with your mod (crash bug?).
viewtopic.php?f=3&t=17896
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Re: [Mod] Unified Inventory [git][unified_inventory]

by Codesound » Mon Jul 17, 2017 10:40

Hi,

First: many and many thanks for this amazing mod!

I wanted to ask if it was possible to view in root style all used mods:
when the player click (for example) on the "Advanced Trains" mod,
are shown only the items that are included in this mod.

this is helpful because frequently users play on server
with many pages-mod (like 50 pages, for example)
and when the connection is restricted to 128 kb/s (phone tethering)
is very difficult to manage the pages (or download every time the thumbnails)...

Image

I just wanted to ask if it was possible or
whether it was useful to have this feature


Thanks again for all

R
 

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

by Napiophelios » Mon Jul 17, 2017 11:38

Codesound wrote:Hi,

...I wanted to ask if it was possible to view in root style all used mods:
when the player click (for example) on the "Advanced Trains" mod,
are shown only the items that are included in this mod....

I just wanted to ask if it was possible or
whether it was useful to have this feature...



I hate flipping through all the pages too :)

The search filter does just what you ask.
Type in the mod name and that's usually what you get.
 

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

by Codesound » Mon Jul 17, 2017 12:54

Napiophelios wrote:
Codesound wrote:Hi,

...I wanted to ask if it was possible to view in root style all used mods:
when the player click (for example) on the "Advanced Trains" mod,
are shown only the items that are included in this mod....

I just wanted to ask if it was possible or
whether it was useful to have this feature...



I hate flipping through all the pages too :)


The search filter does just what you ask.
Type in the mod name and that's usually what you get.


Hi,

thanks for reply...

I use the filter many times but often I do not know the name of the item or simply I'm writing it wrong ... this is the big difficult for new players that did not know the game or the new mod added. ..

or

I downloaded "digtron" mod:

[Url] viewtopic.php?t=16295 [/ url]

I do not know the name of the item or the list for all items that are in this mod: what do I look for with the filter? ... with the "view the mods in root mode" I see all the items that are in this mod, and I select what I need ... this is very useful for new players (and for all..... or?)

Do I think it really useful either?

Many thanks again,

R
 

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