[Mod] Inventory Plus [inventory_plus] additional formspec buttons

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by azekill_DIABLO » Post

cool mod!

it's a nice work
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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by Lupercus » Post

Is there any way to run this without creative mode, so skins, armor, worldedit are accessable without creative being enabled?

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by Alcyone » Post

Lupercus wrote:Is there any way to run this without creative mode, so skins, armor, worldedit are accessable without creative being enabled?
Yes, use the one of TenPlus1
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by usename » Post

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Last edited by usename on Fri Aug 03, 2018 02:29, edited 1 time in total.
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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by Napiophelios » Post

usename wrote:This mod is very good, but I am having an issue. The mod works fine, but the normal crafting/inventory view comes up instead of this one every time except the first. (I changed the default option to the main menu)
The crafting page is the default for this fork of Inv+

In your minetest.conf file put: inventory_default=main
and it should work fine in both creative and survival mode.

Each time you open the inventory with this in your config file
the Inventory Plus page will be the default.

I just tested it with no problems.

Also make sure you are using the latest version of both
Minetest game and Inv+ by TenPlus1

EDIT:
Keep in mind that if you are in creative mode the "Crafting Tab"
isn't the same as the page that presents when you hit the Inv+ "Craft Button"
Use the back button to get back to the Inv+ menu
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by usename » Post

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Last edited by usename on Fri Aug 03, 2018 02:29, edited 1 time in total.
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by usename » Post

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Last edited by usename on Fri Aug 03, 2018 02:29, edited 1 time in total.
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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by Napiophelios » Post

usename wrote:The mod is working fine now, but I have a different issue. The game acts like I am in creative. It lets me place infinite nodes, does not put them back in my inventory, and does not drop bones when I die.
Sounds like you have creative privilege.

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by usename » Post

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Last edited by usename on Fri Aug 03, 2018 02:27, edited 1 time in total.
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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by TenPlus1 » Post

Updated:

- Buttons now centred vertically on menu
- Code tweak and tidy

https://github.com/tenplus1/inventory_plus

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by JNEITRONS » Post

TenPlus1 wrote:Updated:

- Buttons now centred vertically on menu
- Code tweak and tidy

https://github.com/tenplus1/inventory_plus
Hi ten, i download your mod and creative dont work. Why?

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by JNEITRONS » Post

JNEITRONS wrote:
TenPlus1 wrote:Updated:

- Buttons now centred vertically on menu
- Code tweak and tidy

https://github.com/tenplus1/inventory_plus
Hi ten, i download your mod and creative dont work. Why?
Okay i fix it

Code: Select all

minetest.register_on_joinplayer(function(player)
	inventory_plus.register_button(player,"craft", "Craft")

		local creative_can = minetest.check_player_privs(player:get_player_name(), {creative=true})
		if creative_can then
			inventory_plus.register_button(player, "creative_prev", "Creative")
 else
minetest.after(1, function()
		inventory_plus.set_inventory_formspec(player,
			inventory_plus.get_formspec(player, inventory_plus.default))
end)
end
end)

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by rubenwardy » Post

JNEITRONS wrote:Okay i fix it

Code: Select all

minetest.register_on_joinplayer(function(player)
	inventory_plus.register_button(player,"craft", "Craft")

		local creative_can = minetest.check_player_privs(player:get_player_name(), {creative=true})
		if creative_can then
			inventory_plus.register_button(player, "creative_prev", "Creative")
 else
minetest.after(1, function()
		inventory_plus.set_inventory_formspec(player,
			inventory_plus.get_formspec(player, inventory_plus.default))
end)
end
end)
That's the wrong fix.

Instead, add "sfinv?" to the depends.txt and add the following to the top of init.lua:

Code: Select all

if minetest.global_exists("sfinv") then
    sfinv.enabled = false
end
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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by TenPlus1 » Post

ruben: that doesn't work, it disables creative completely so button doesnt work.

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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by rubenwardy » Post

You should also use the creative generate formspec and receive fields directly then, I guess. Or not use inventory_plus :)

What JNIETRONS posted is a hack and would break depending on the behaviour of this and other mods
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Re: [Mod] Inventory Plus [inventory_plus] additional formspe

by JNEITRONS » Post

rubenwardy wrote:You should also use the creative generate formspec and receive fields directly then, I guess. Or not use inventory_plus :)

What JNIETRONS posted is a hack and would break depending on the behaviour of this and other mods
Whats you mean???? I dont make hacks.

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