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[Mod] Inventorybags [inventorybags]

Posted: Fri Jun 09, 2017 13:32
by cx384
Authors note: This mod was written many years ago and has not been updated. It is neither sufficiently performant nor crash safe, and it needs to be completely refactored. Maybe in the future it will, but for now avoid using this mod if you care about these things. Look here for alternatives.

This mod adds bags which can be stored in inventory and opened with right click.
I have made this mod, because if you use many mods at once the player inventory is too small to store all items which you get from for example mining.
You probably need minetest 0.4.16 or later.

Image

License:
Code: GNU GPLv3 for everything what is not taken from anywhere (look in README for more information)
Sound and textures: CC-BY-SA-4.0 for everything what is not taken from anywhere (look in README for more information)
Dependencies: default, wool, farming, stairs, dye, bucket, (unified_inventory?, more_chests?, xdecor?, beds?, tnt?, pipeworks?, homedecor?, node_texture_modifier?)
Download: zip, tar.gz
Github: inventorybags

Nathan.S's mod review

How to use.
1. Craft a spinning wheel
2. Spin wool
3. Craft a loom
4. Weave some yarn
5. Craft a bag
The rest is self-explaining.

To Do:
- Find bugs (done for now)

Re: [Mod] Inventorybags [inventorybags]

Posted: Fri Jun 09, 2017 13:44
by ExeterDad
Haven't used them yet, but I really like your approach. :)

Re: [Mod] Inventorybags [inventorybags]

Posted: Fri Jun 09, 2017 14:01
by Desour
Great!

Re: [Mod] Inventorybags [inventorybags]

Posted: Fri Jun 09, 2017 14:18
by azekill_DIABLO
didn't tried too but that seem to be a lot of bags! +1

Re: [Mod] Inventorybags [inventorybags]

Posted: Fri Jun 09, 2017 14:47
by cx384
Thank you for your feedback!

Re: [Mod] Inventorybags [inventorybags]

Posted: Fri Jun 09, 2017 14:52
by lisacvuk
azekill_DIABLO wrote:didn't tried too but that seem to be a lot of bags! +1
I sense a pun.

Re: [Mod] Inventorybags [inventorybags]

Posted: Fri Jun 09, 2017 17:21
by the_raven_262
Oh, a very nice mod indeed.
Also very nice textures. +1

Re: [Mod] Inventorybags [inventorybags]

Posted: Fri Jun 09, 2017 17:48
by azekill_DIABLO
lisacvuk wrote:
azekill_DIABLO wrote:didn't tried too but that seem to be a lot of bags! +1
I sense a pun.
not even! i think it's a real good mod!

Re: [Mod] Inventorybags [inventorybags]

Posted: Sun Jun 11, 2017 19:19
by cx384
Update:
- Minor changes
- Added explosions upgrade
- and the bag of winds ( suggested by DS-minetest )
Spoiler
A hole made with 99 TNT.
Image
The bag of winds.
Image

Re: [Mod] Inventorybags [inventorybags]

Posted: Sun Jun 11, 2017 19:48
by Nathan.S
I believe step four should be weave some yarn, not wave some yarn.

Other than that, this is a super fun mod, recoding a mod review on it soon. Your approach for the tools to use them on right click is interesting, but I haven't found any problems with it.
(If interested I do have a model of a weaving loom and spinning wheel you could use for nodes.)

Re: [Mod] Inventorybags [inventorybags]

Posted: Mon Jun 12, 2017 09:34
by cx384
Nathan.S wrote:I believe step four should be weave some yarn, not wave some yarn.
Oh yes, thank you.
Nathan.S wrote: Other than that, this is a super fun mod, recoding a mod review on it soon.
That's great, but if you want to show everything you should install more_chests, xdecor and pipeworks or homedecor, too. Moreover you should enable the beds mod, tnt mod and the Teleportation Bag in settings .
Nathan.S wrote: Your approach for the tools to use them on right click is interesting, but I haven't found any problems with it.
I have decided that you can open a bag/machine with right click, because on nodes it's the same key.
Nathan.S wrote: (If interested I do have a model of a weaving loom and spinning wheel you could use for nodes.)
I haven't used nodes, because I am really bad in making models, and I think nodes with such complex models look ugly . So maybe I am interested, but it would be also nice to have a model for the bag upgrade device.

Re: [Mod] Inventorybags [inventorybags]

Posted: Mon Jun 12, 2017 10:44
by Desour
Nice Update!
Can you make a machine that has to be placed at cloudhight to get the bag of winds?

Re: [Mod] Inventorybags [inventorybags]

Posted: Mon Jun 12, 2017 10:53
by cx384
DS-minetest wrote:Nice Update!
Can you make a machine that has to be placed at cloudhight to get the bag of winds?
Nice suggestion, but I already got an idea to craft the bag of winds. I want to make a wind catcher or something like this.

Re: [Mod] Inventorybags [inventorybags]

Posted: Mon Jun 12, 2017 13:45
by Nathan.S
Image

I made these models for a subgame I was working on, as a way to make fabric which was used to make clothing and armor. The textures are of a slightly higher resolution, but those can always be changed. :)

Re: [Mod] Inventorybags [inventorybags]

Posted: Mon Jun 12, 2017 14:12
by cx384
Nathan.S wrote: (img)
I made these models for a subgame I was working on, as a way to make fabric which was used to make clothing and armor. The textures are of a slightly higher resolution, but those can always be changed. :)
Your models aren't bad, but I think that those will not fit well with the mod even with other textures. : /
In addition, I'm happy with the craftitems and at the moment my mod doesn't add any nodes.

But it would be nice to have an other mod/supgame which adds fabric, because then I can depend on this mod.

Re: [Mod] Inventorybags [inventorybags]

Posted: Thu Jun 15, 2017 20:23
by cx384
moved to Mod Releases

Re: [Mod] Inventorybags [inventorybags]

Posted: Sat Jul 08, 2017 05:31
by Modern Hippie
Is there somewhere a description what features every single bag has?

Re: [Mod] Inventorybags [inventorybags]

Posted: Sat Jul 08, 2017 13:06
by cx384
Modern Hippie wrote:Is there somewhere a description what features every single bag has?
No, but I think this is not necessary, because the only differences between normal bags are the size, name, texture and sound and this are things which you should find out yourself by playing with this mod. The special bags don't need a description, because of their names, for example sleeping bag or bag transporting bag. Nevertheless there is a description for the upgrades (open the bag upgrade device and press the help button).
You can also watch this: http://www.nathansalapat.com/minetest/inventorybags

Re: [Mod] Inventorybags [inventorybags]

Posted: Mon Jul 10, 2017 11:28
by Modern Hippie
cx384 wrote:
Modern Hippie wrote:Is there somewhere a description what features every single bag has?
No, but I think this is not necessary, because the only differences between normal bags are the size, name, texture and sound and this are things which you should find out yourself by playing with this mod. The special bags don't need a description, because of their names, for example sleeping bag or bag transporting bag. Nevertheless there is a description for the upgrades (open the bag upgrade device and press the help button).
You can also watch this: http://www.nathansalapat.com/minetest/inventorybags
Oh ok, thx :)

Re: [Mod] Inventorybags [inventorybags]

Posted: Fri Sep 15, 2017 16:58
by cx384
Small update:
Fixed the inventory sorting.

Re: [Mod] Inventorybags [inventorybags]

Posted: Sat Dec 23, 2017 09:49
by nirasa
Hi, I have error in Minetest 0.4.16:

Code: Select all

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2017-12-23 10:45:09: WARNING[Main]: BanManager: creating /home/irenas/.minetest/worlds/inventory/ipban.txt
2017-12-23 10:45:09: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2017-12-23 10:45:09: WARNING[Main]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object.
2017-12-23 10:45:09: WARNING[Main]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object.
2017-12-23 10:45:09: ERROR[Main]: ModError: Failed to load and run script from /home/irenas/.minetest/mods/inventorybags/init.lua:
2017-12-23 10:45:09: ERROR[Main]: ....minetest/mods/inventorybags/sort_inventory_function.lua:18: unexpected symbol near '-'
2017-12-23 10:45:09: ERROR[Main]: stack traceback:
2017-12-23 10:45:09: ERROR[Main]: 	[C]: in function 'dofile'
2017-12-23 10:45:09: ERROR[Main]: 	/home/irenas/.minetest/mods/inventorybags/init.lua:6: in main chunk
2017-12-23 10:45:09: ERROR[Main]: Pro detaily se podívejte do debug.txt.

Re: [Mod] Inventorybags [inventorybags]

Posted: Sat Dec 30, 2017 14:38
by cx384
nirasa wrote:Hi, I have error in Minetest 0.4.16:

Code: Select all

-------------
  Separator
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2017-12-23 10:45:09: WARNING[Main]: BanManager: creating /home/irenas/.minetest/worlds/inventory/ipban.txt
2017-12-23 10:45:09: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2017-12-23 10:45:09: WARNING[Main]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object.
2017-12-23 10:45:09: WARNING[Main]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object.
2017-12-23 10:45:09: ERROR[Main]: ModError: Failed to load and run script from /home/irenas/.minetest/mods/inventorybags/init.lua:
2017-12-23 10:45:09: ERROR[Main]: ....minetest/mods/inventorybags/sort_inventory_function.lua:18: unexpected symbol near '-'
2017-12-23 10:45:09: ERROR[Main]: stack traceback:
2017-12-23 10:45:09: ERROR[Main]: 	[C]: in function 'dofile'
2017-12-23 10:45:09: ERROR[Main]: 	/home/irenas/.minetest/mods/inventorybags/init.lua:6: in main chunk
2017-12-23 10:45:09: ERROR[Main]: Pro detaily se podívejte do debug.txt.
Thank you for trying out my mod and posting this error.
Everything should work well again with the new version.

Re: [Mod] Inventorybags [inventorybags]

Posted: Sun Dec 31, 2017 02:10
by TechNolaByte
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Re: [Mod] Inventorybags [inventorybags]

Posted: Sun Dec 31, 2017 12:48
by nirasa
cx384 wrote:
nirasa wrote:
Thank you for trying out my mod and posting this error.
Everything should work well again with the new version.
Yes! New version is OK :-)

Re: [Mod] Inventorybags [inventorybags]

Posted: Sun Dec 31, 2017 17:32
by TechNolaByte
I get an error and crash when I try to mine cobble with this mod enabled I think it may be because it doesn't support overridden blocks as I have this as well in another mod

Code: Select all

minetest.register_node(":default:cobble", {
    description = "Cobblestone",
	tiles = {"default_cobble.png"},
	is_ground_content = false,
	groups = {cracky = 3, stone = 2},
	sounds = default.node_sound_stone_defaults(),
	emc = 1,
	drop = { 
        max_items = 1,
        items = {{
            items = {'node "default:gravel" 1'},
	    tools ={"skytest:stone_hammer","skytest:steel_hammer","skytest:diamond_hammer","skytest:mese_hammer","gs_tools:stone_sledge"},
	}, {
	    items = {'node "default:cobble" 1'},
	    tools ={"~pick","~sledge"},
      }}
    }
})
as far as I know it only happens with default:cobble node


here is the error I get

Code: Select all

2017-12-30 22:01:05: ACTION[Server]: singleplayer digs default:cobble at (2,0,-4)
2017-12-30 22:01:05: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'inventorybags' in callback ScriptApiNode::node_on_dig(): ...\minetest-0.4.16-win32-msvc\bin\..\builtin\game\item.lua:186: attempt to call method 'find' (a nil value)
2017-12-30 22:01:05: ERROR[Main]: stack traceback:
2017-12-30 22:01:05: ERROR[Main]: 	...\minetest-0.4.16-win32-msvc\bin\..\builtin\game\item.lua:186: in function 'get_node_drops'
2017-12-30 22:01:05: ERROR[Main]: 	...actory\mods\skyfactory\inventorybags-master/upgrades.lua:278: in function 'callback'
2017-12-30 22:01:05: ERROR[Main]: 	...\minetest-0.4.16-win32-msvc\bin\..\builtin\game\item.lua:529: in function <...\minetest-0.4.16-win32-msvc\bin\..\builtin\game\item.lua:453>
plz help as cobble is the worst block to crash when you try to mine in my modpacks