[Mod] Smart Inventory [smart_inventory]
Re: [Mod] Smart Inventory [smart_inventory]
oh gosh i thought you were finished with the buttons and so haven't visited this page for a while, hopefully ill have the textures ready tomorrow.
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
can you explain in detail what the match-recipe button does so i have an idea of what it should look like?
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
anyways here's the furnace texture:
- Attachments
-
- furnace_texture.tar.gz
- your package has arrived.
- (638 Bytes) Downloaded 204 times
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
Thanks for the texture, now the default dependency is dropped from mod
The match-recipe button enables the match-recipe list mode. It is an other way for lookup recipes. In this mode the smart_inventory looks to the crafting grid, and show all items that could be crafted by already placed items.
For example, If you place a default:wood the top-left corner in crafting grid, all items are selected in list that have a recipe with default:wood in the top-left corner.
Previously this mode was enabled automatically if you start any crafting, but this is not always useful, therefore optional now.
The match-recipe button enables the match-recipe list mode. It is an other way for lookup recipes. In this mode the smart_inventory looks to the crafting grid, and show all items that could be crafted by already placed items.
For example, If you place a default:wood the top-left corner in crafting grid, all items are selected in list that have a recipe with default:wood in the top-left corner.
Previously this mode was enabled automatically if you start any crafting, but this is not always useful, therefore optional now.
Re: [Mod] Smart Inventory [smart_inventory]
Second update for today: Added the multiple times requested way to obtain more then 1 item on creative page: A toggle button to select the obtain mode: 1 item or full stack
Re: [Mod] Smart Inventory [smart_inventory]
can you post a screenshot with these buttons being used, im kinda confused how to make the texture atm as im not 100% sure ik what you meant when you described it
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
The Match-Recipe Mode. The icon needed for the button clicked in the first step...
- Attachments
-
- Match-Recipe-Mode.png (410.89 KiB) Viewed 1053 times
- azekill_DIABLO
- Member
- Posts: 7507
- Joined: Wed Oct 29, 2014 20:05
- GitHub: azekillDIABLO
- In-game: azekill_DIABLO
- Location: OMICRON
- Contact:
Re: [Mod] Smart Inventory [smart_inventory]
clap, clap, clap! +1
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: [Mod] Smart Inventory [smart_inventory]
bell07: im still gonna make the textures, i just havent decided how they will look yet.
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
An other idea is to use the currently used (previous crafteable) texture and change the "Crafteable mode" button?
It is the button on the left. If you press them, the items list is shown of crafteable by items in player inventory.
It is the button on the left. If you press them, the items list is shown of crafteable by items in player inventory.
Re: [Mod] Smart Inventory [smart_inventory]
maybe use that craftable button and have a button mode change button? idk..
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
They are 4x buttons for 4x different lists/modes. The "Crafteable" and "Match-Recipe" does share the same button texture, that you did previously for "Crafteable" mode.
The idea is to use the already existing texture (Grid+?-Char) for match-recipe mode and create an other texture for "Crafteable" mode. But I do not have the idea how it could be looks like. Some brainstorming:
"Match-Recipe" => Based on 3x3 Crafting grid
"Crafteable" => Based on 8x4 Inventory grid
Idea how you can get it visual?
The idea is to use the already existing texture (Grid+?-Char) for match-recipe mode and create an other texture for "Crafteable" mode. But I do not have the idea how it could be looks like. Some brainstorming:
"Match-Recipe" => Based on 3x3 Crafting grid
"Crafteable" => Based on 8x4 Inventory grid
Idea how you can get it visual?
Re: [Mod] Smart Inventory [smart_inventory]
ah i see ur idea now, not sure if it will fit in 16x16 though, ofc i was thinking for a while to make a texture overhaul and make the textures 32x32bell07 wrote:They are 4x buttons for 4x different lists/modes. The "Crafteable" and "Match-Recipe" does share the same button texture, that you did previously for "Crafteable" mode.
The idea is to use the already existing texture (Grid+?-Char) for match-recipe mode and create an other texture for "Crafteable" mode. But I do not have the idea how it could be looks like. Some brainstorming:
"Match-Recipe" => Based on 3x3 Crafting grid
"Crafteable" => Based on 8x4 Inventory grid
Idea how you can get it visual?
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
Some more associations for 16x16:
"Match-Recipe" => Based on 3x3 Crafting grid => Workbench?
"Crafteable" => Based on 8x4 Inventory grid => Bag?
"Match-Recipe" => Based on 3x3 Crafting grid => Workbench?
"Crafteable" => Based on 8x4 Inventory grid => Bag?
- GamingAssociation39
- Member
- Posts: 858
- Joined: Mon Apr 25, 2016 16:09
- GitHub: Gerold55
- IRC: Gerold55
- In-game: Gerold55
- Location: Maryland, USA
Re: [Mod] Smart Inventory [smart_inventory]
When using this mod it doesn't show all of the doors only the wooden and glass door.
Jesus Is Lord and Savior!!!
Re: [Mod] Smart Inventory [smart_inventory]
You have the doc and doc_items mods enabled, therefore smart_inventory uses the reveal functionality. Read the "How to use" part.GamingAssociation39 wrote:When using this mod it doesn't show all of the doors only the wooden and glass door.
The Smart Inventory does not reveal much more as the documentation, and show you the already known or crafteable by known items only. You see the effect if you start collect first wood for example. The doors visibility is a bug in doc-system for me.
If you need to see all items, type /help_reveal to chat command (help_reveal priviliege required). On creative page always all items are available.
- GamingAssociation39
- Member
- Posts: 858
- Joined: Mon Apr 25, 2016 16:09
- GitHub: Gerold55
- IRC: Gerold55
- In-game: Gerold55
- Location: Maryland, USA
Re: [Mod] Smart Inventory [smart_inventory]
In creative mode, the steel door and the trapdoors aren't visible.
Jesus Is Lord and Savior!!!
Re: [Mod] Smart Inventory [smart_inventory]
To avoid the overfill in creative inventory some "shaped" items are removed from usual list and grouped in "> Shape" group. Look to the first group selector at bottom, last entry.GamingAssociation39 wrote:In creative mode, the steel door and the trapdoors aren't visible.
The default setting is
Code: Select all
smart_inventory_shaped_groups (List of groups to be handled as separate) string carpet,door,fence,stair,slab,wall,micro,panel,slope,dye
I added the doors to the shapes since I use "ts_doors" and "mydoors" flooded my inventory.
- GamingAssociation39
- Member
- Posts: 858
- Joined: Mon Apr 25, 2016 16:09
- GitHub: Gerold55
- IRC: Gerold55
- In-game: Gerold55
- Location: Maryland, USA
Re: [Mod] Smart Inventory [smart_inventory]
Shouldn't the doors be in one central location? So the trapdoors and the steel door is one section while the wood door and the glass door is in another section.
Jesus Is Lord and Savior!!!
Re: [Mod] Smart Inventory [smart_inventory]
Please be more specific. What do you mean with "one central location", "one section" and "another section"?
If you meant the grouping, the grouping is dynamic, based on item attributes so it is possible the different doors are in different groups because the some items are assigned to other groups
If you meant the grouping, the grouping is dynamic, based on item attributes so it is possible the different doors are in different groups because the some items are assigned to other groups
Re: [Mod] Smart Inventory [smart_inventory]
I think i finally fully understand the different craftable modes, so to get this straight the match recipe mode is basically word auto-complete but with crafts? where the options narrow based on your choices as you put more materials in the grid?
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
Not directly "auto-complete", because there are no auto fill to the grod, but you understand right how it works. The idea was if you do forgot the excact recipe but know a part of them, you can just place the items you know and see how you can continue the recipeStix wrote:I think i finally fully understand the different craftable modes, so to get this straight the match recipe mode is basically word auto-complete but with crafts? where the options narrow based on your choices as you put more materials in the grid?
- Wuzzy
- Member
- Posts: 4804
- Joined: Mon Sep 24, 2012 15:01
- GitHub: Wuzzy2
- IRC: Wuzzy
- In-game: Wuzzy
- Contact:
Re: [Mod] Smart Inventory [smart_inventory]
I can't take an inventory mod serious if it still doesn't support listrings in 2018.
Re: [Mod] Smart Inventory [smart_inventory]
It is your choice. The great on open souce is anyone can decide what he like to use.Wuzzy wrote:I can't take an inventory mod serious if it still doesn't support listrings in 2018.
Smart inventory can move items by 1-click without liststrings because of buttons instead of lists.
Re: [Mod] Smart Inventory [smart_inventory]
Hopeful last rewrite for the help-reveal list mode. Previous logic was to complex and did not work at all.
New logic is just simple count unrevealed recipes with the item with proper respecting groups reveal status.
Added also recipes count number to the button.
New logic is just simple count unrevealed recipes with the item with proper respecting groups reveal status.
Added also recipes count number to the button.
- Attachments
-
- Bildschirmfoto_2018-06-11_13-43-10.png (782.44 KiB) Viewed 1053 times
Who is online
Users browsing this forum: No registered users and 33 guests