[Mod] i3 [1.16] [i3]
Re: [Mod] i3 [1.3.3] [i3]
Update: i3 1.3.3 released.
Nothing shiny there. This version contains a few bugfixes.
Get it on ContentDB.
Nothing shiny there. This version contains a few bugfixes.
Get it on ContentDB.
- MisterE
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Re: [Mod] i3 [1.3.3] [i3]
There is a significant bug: quick crafting never returns the "returns" field in a crafting recipe
Re: [Mod] i3 [1.3.3] [i3]
What is the "returns" field?
Re: [Mod] i3 [1.3.3] [i3]
The "techage" modpack does not support i3, it only support unified_inventory. But I more like i3. And here I tried to fix that problem. For that I've made a small mod "micr" that handles crafts and craft types registration in one single call. This is full code:
My next move was to simply find and replace all "unified_inventory.register_craft" to "micr.register_craft" in all TA files. And it worked! Now i3 shows all TA recipes. But there is a problem with recipes that have 4 components, see screenshot. How to fix this? What did I do wrong? What did I miss?
Code: Select all
--[[-----------------------------------------------------------------------------||--
--|------MICR is a Multi-Interface Craft Registrator. With it you don't have to -|--
--|-support many craft-guiding interfaces. Or maybe tomorrow someone will create -|--
--|-another fancy inventory interface? Don't worry! Since now you have one guide -|--
--|-for all of them. Of course, it won't add tabs or pages. These things must be -|--
--|-defined individually for each UI. But if craft recipes is the only thing that-|--
--|-you need, then why not? -|--
--]]-----------------------------------------------------------------------------||--
micr = {}
local has_i3 = minetest.get_modpath("i3")
local has_ui = minetest.get_modpath("unified_inventory")
local has_cg = minetest.get_modpath("crafguide")
local function format_i3(input)
local output = {}
for _, entry in ipairs(input) do
local secondput = ""
if type(entry) == "table" then
for _, secondtry in ipairs(entry) do
secondput = secondput..secondtry..","
end
table.insert(output, secondput)
else
table.insert(output, entry)
end
end
return output
end
micr.register_craft_type = function(name, def)
if has_cg then
local cg_def = {
description = def.description,
icon = def.icon,
}
craftguide.register_craft_type(name, cg_def)
end
if has_i3 then
local i3_def = {
description = def.description,
icon = def.icon,
width = def.width or 3,
height = def.height or 3,
dynamic_display_size = def.dynamic_display_size or nil,
uses_crafting_grid = def.uses_crafting_grid,
}
i3.register_craft_type(name, i3_def)
end
if has_ui then
local ui_def = {
description = def.description,
icon = def.icon,
width = def.width or 3,
height = def.height or 3,
dynamic_display_size = def.dynamic_display_size or nil,
uses_crafting_grid = def.uses_crafting_grid,
}
unified_inventory.register_craft_type(name, ui_def)
end
end
micr.register_craft = function(def)
if not def.items then
if def.input then
def.items = table.copy(def.input)
elseif def.recipe then
def.items = table.copy(def.recipe)
end
end
if not def.result then
if def.output then def.result = def.output end
end
if has_cg then
local cg_def = {
result = def.result,
type = def.type,
items = def.items,
}
craftguide.register_craft(cg_def)
end
if has_i3 then
local i3_def = {
result = def.result,
type = def.type,
items = format_i3(def.items),
width = def.width or 3,
}
i3.register_craft(i3_def)
end
if has_ui then
local ui_def = {
output = def.result,
type = def.type,
items = def.items,
width = def.width or 3,
height = def.height or 3,
}
unified_inventory.register_craft(ui_def)
end
end
- Attachments
-
- screenshot_20210918_021704.png (363.84 KiB) Viewed 4484 times
Nobody understands me... — вРН БШ ЯЙЮГЮКХ?
Re: [Mod] i3 [1.3.3] [i3]
You didn't do anything wrong. That was a bug which is now fixed. By the way, you don't need to specify width and height in the recipe registration. These are automatically calculated in i3.
Re: [Mod] i3 [1.3.4] [i3]
I just released i3 1.3.4 and it'll be the last i3 release with me. Krock is the one in charge of maintaining this mod from now on.
It's been a while I'm not hooked with Minetest anymore, and I feel very tired. Time to transition to something that make me feel better after 8 straight years of contributions.
It's been a while I'm not hooked with Minetest anymore, and I feel very tired. Time to transition to something that make me feel better after 8 straight years of contributions.
Re: [Mod] i3 [1.3.4] [i3]
Hello! It's a great inventory, congratulations!
Luiz
[luizsab]
cdb_20c854aafd61
[luizsab]
cdb_20c854aafd61
Re: [Mod] i3 [1.4] [i3]
Update: i3 1.4 released!
Get it on ContentDB.
Calling it "1.4" is almost an understatement — it is a full refactor of the codebase. Calling it "2.0" would make more sense.
Changelog:
Enjoy!
Get it on ContentDB.
Calling it "1.4" is almost an understatement — it is a full refactor of the codebase. Calling it "2.0" would make more sense.
Changelog:
- The bag system has been revised. It no longer extends the main inventory, it opens a separate storage for items with the bag = <1-4> group in their definition.
- Added a "Settings" popup where you can set a home position and fine-tune your inventory sorting mechanics (compression, reverse mode, automation, hotbar ignoring, etc.).
- Added new API methods:
- Some API methods have been removed or modified (namely i3.new_tab, i3.get_tabs, etc.).
Please consult the API documentation to update your mods.
- A lot of polish including new sounds.
Enjoy!
- MisterE
- Member
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Re: [Mod] i3 [1.4.1] [i3]
thank you jp!
if I delete the mod storage, is it possible that my players will lose anything that I should be aware of ?
if I delete the mod storage, is it possible that my players will lose anything that I should be aware of ?
Re: [Mod] i3 [1.4.1] [i3]
All they will lose are the waypoints, bag content and inventory progress (if progressive mode is enabled).
Do note that frequent backward compatibility breaking might happen on the next releases as i3 is not widely adopted on the servers yet. It is recommended to delete the mod storage file if a crash occurs.
- MisterE
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Re: [Mod] i3 [1.4.1] [i3]
ok, thank you. i3 is on my server. if it would help with development I can make you an admin on my server, I can even give you code access, and enable automatic updates. Pm me if interested
- Linuxdirk
- Member
- Posts: 3219
- Joined: Wed Sep 17, 2014 11:21
- In-game: Linuxdirk
- Location: Germany
- Contact:
Re: [Mod] i3 [1.4.1] [i3]
Why isn't this stored as player meta data? Wouldn't it be much more logical keeping player-related date "within the player"?
Re: [Mod] i3 [1.4.1] [i3]
Player metadata savings were actually used in the past but mod storage requires less data processing, it isn't exposed to conflicts/corruptions, and it is easier for a server admin to perform some modifications directly to the data. Also, it's better to keep these data in a centralized place.
I'm eagerly waiting #11763 to be merged as there's lots of data to serialize and a JSON file is no longer appropriate for that.
I'm eagerly waiting #11763 to be merged as there's lots of data to serialize and a JSON file is no longer appropriate for that.
Re: [Mod] i3 [1.4.1] [i3]
An additional note for server admins: I'm proposing paid services to develop some modules to i3, designed for your specific needs. They could be proprietary or open-source, at your convenience.
- MisterE
- Member
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Re: [Mod] i3 [1.4.1] [i3]
what would be the fee schedule?
Re: [Mod] i3 [1.4.1] [i3]
with this mod now updating to not have a changeable inventory size (something im still conflicted on if I like), guess support for it in chests is no longer needed
j5uBLfc6NxgersvVj5D5dIsiKDkoQb0o
- MisterE
- Member
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- Joined: Sun Feb 16, 2020 21:06
- GitHub: MisterE123
- IRC: MisterE
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Re: [Mod] i3 [1.4.1] [i3]
what do you mean? the hotbar is still 9 slots with i3, so chest inventories with only 7 slots dont display properly still. Its something that can be lived with until getting around to editing all the chest mods...
Re: [Mod] i3 [1.4.1] [i3]
mtg chests are actually 8 slots, i was referring to games/mods that supported i3 adapting size inventory dont have to anymore
j5uBLfc6NxgersvVj5D5dIsiKDkoQb0o
Re: [Mod] i3 [1.4.1] [i3]
[News] Nathan has reviewed i3 on his YouTube channel: https://www.youtube.com/watch?v=Xd14BCdEZ3o
Re: [Mod] i3 [1.5] [i3]
Update: i3 1.5 has been released!
Get it on ContentDB.
Changelog:
Get it on ContentDB.
Changelog:
- Bags can be renamed.
- API: added i3.hud_notif (displays a Steam-like HUD notification on the corner of the screen).
- Waypoints get an isometric map preview.
- debiankaios
- Member
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Re: [Mod] i3 [1.5] [i3]
i can't go to home. I missing the privilege "home". If i do /grantme all i don't get this priv.
📖 Deutsches Modding Book 👽 My Mod 🔌 TechAge Extension (WIP)
2147483 is the new world border.
⛏ Proxima Survival(WIP) ⚔️ Minigames A.E.S(WIP)
🌐 My Website
2147483 is the new world border.
⛏ Proxima Survival(WIP) ⚔️ Minigames A.E.S(WIP)
🌐 My Website
Re: [Mod] i3 [1.5.1] [i3]
Update: i3 1.5.1 released!
Get it on ContentDB.
Changelog:
Get it on ContentDB.
Changelog:
- Added i3_legacy_inventory setting which convert the inventory to 8x4 slots (disabled by default).
- Improved isometric preview of waypoints.
- Hide items without any recipe/usage in survival mode.
- Fixed a security issue related to the HTTP API.
-
- Member
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- Joined: Thu Jul 22, 2021 12:26
Re: [Mod] i3 [1.5.1] [i3]
2021-12-13 05:15:20: ACTION[Main]: Server: Shutting down
2021-12-13 05:15:20: ERROR[Main]: ModError: Failed to load and run script from /home/mt_server/minetest/bin/../mods/i3/init.lua:
2021-12-13 05:15:20: ERROR[Main]: /home/mt_server/minetest/bin/../mods/i3/init.lua:18: assertion failed!
2021-12-13 05:15:20: ERROR[Main]: stack traceback:
2021-12-13 05:15:20: ERROR[Main]: [C]: in function 'assert'
2021-12-13 05:15:20: ERROR[Main]: /home/mt_server/minetest/bin/../mods/i3/init.lua:18: in function 'lf'
2021-12-13 05:15:20: ERROR[Main]: /home/mt_server/minetest/bin/../mods/i3/init.lua:72: in main chunk
What is the problem, and how can i fix it?
2021-12-13 05:15:20: ERROR[Main]: ModError: Failed to load and run script from /home/mt_server/minetest/bin/../mods/i3/init.lua:
2021-12-13 05:15:20: ERROR[Main]: /home/mt_server/minetest/bin/../mods/i3/init.lua:18: assertion failed!
2021-12-13 05:15:20: ERROR[Main]: stack traceback:
2021-12-13 05:15:20: ERROR[Main]: [C]: in function 'assert'
2021-12-13 05:15:20: ERROR[Main]: /home/mt_server/minetest/bin/../mods/i3/init.lua:18: in function 'lf'
2021-12-13 05:15:20: ERROR[Main]: /home/mt_server/minetest/bin/../mods/i3/init.lua:72: in main chunk
What is the problem, and how can i fix it?
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