[Mod] Backpacks [backpacks]
- everamzah
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[Mod] Backpacks [backpacks]
Adds backpacks made of wool and leather, that can store anything but themselves in an 8*4 8*2 inventory. The backpacks can only be accessed once they're placed. Picking them up preserves their contents. They obey regular protection rules.
License: GPL3+
Depends: defualt, wool
Download: GitHub or master.zip
License: GPL3+
Depends: defualt, wool
Download: GitHub or master.zip
- Attachments
-
- backpacks-1.0.zip
- 1st version with bigger inventory and more backpacks
- (16.15 KiB) Downloaded 323 times
-
- screenshot_20160619_083215.png (213.48 KiB) Viewed 2628 times
-
- 1.0
- screenshot_20160508_171313.png (117.31 KiB) Viewed 2628 times
Last edited by everamzah on Sun Jun 19, 2016 12:37, edited 1 time in total.
- Napiophelios
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Re: [Mod] Backpacks [backpacks]
these are pretty neat, it reminds me of prestibags mod.
I think it should not be able to hold as much as a chest though.
Also think it would be better to just have one type based on a single texture
instead of registering 16 different backpacks using the wool textures.
any way, its a cool mod despite my opinion :)
I think it should not be able to hold as much as a chest though.
Also think it would be better to just have one type based on a single texture
instead of registering 16 different backpacks using the wool textures.
any way, its a cool mod despite my opinion :)
- everamzah
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Re: [Mod] Backpacks [backpacks]
Okay, now it's just a wool backpack and leather backpack. Inventory was reduced to half.
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Re: [Mod] Backpacks [backpacks]
unified_inventory also has bags, though those are mostly items that store other items. They do not really appear ingame apart from beeing a craftitem. Your bag gave me an idea...how about changing the player model if and when the player carries a bag?
A list of my mods can be found here.
- everamzah
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Re: [Mod] Backpacks [backpacks]
That was the original intention. Also, swapping backpacks would swap your lower 8*3 inventory.
https://github.com/everamzah/dcb/commit ... ckpack.lua
PS. I got it to work, I don't remember where exactly I left off. Probably around the time I noticed problems with drag & drop into forbidden lists.
https://github.com/everamzah/dcb/commit ... ckpack.lua
PS. I got it to work, I don't remember where exactly I left off. Probably around the time I noticed problems with drag & drop into forbidden lists.
Re: [Mod] Backpacks [backpacks]
Downloads available here:
mod: https://github.com/taikedz/everamzah-ba ... master.zip
repo: https://github.com/taikedz/everamzah-backpacks
mod: https://github.com/taikedz/everamzah-ba ... master.zip
repo: https://github.com/taikedz/everamzah-backpacks
Re: [Mod] Backpacks [backpacks]
Nice mod ! I was looking for something like that !
depends.txt is wrong though : there is hard dependency on "mobs"
Checking for the mod existence before registering leather backpack recipe would fix it
depends.txt is wrong though : there is hard dependency on "mobs"
Checking for the mod existence before registering leather backpack recipe would fix it
Code: Select all
-- The recipe is only registered if mobs mod exist
if minetest.get_modpath("mobs") then
minetest.register_craft({
output = "backpacks:backpack_leather",
recipe = {
{"mobs:leather", "mobs:leather", "mobs:leather"},
{"mobs:leather", "", "mobs:leather"},
{"mobs:leather", "mobs:leather", "mobs:leather"},
}
})
end
- taikedz
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Re: [Mod] Backpacks [backpacks]
Thanks for the suggestion
I've updated this so that the leather backpack and the recipe are both dependent on mobs
I've updated this so that the leather backpack and the recipe are both dependent on mobs
Re: [Mod] Backpacks [backpacks]
Nice ! But you should check the existence of mobs mod using minetest.get_modpath instead of (or at least before) looking for the mobs variable, mainly because it result in this warning if the table doesn't exist :taikedz wrote:Thanks for the suggestion
I've updated this so that the leather backpack and the recipe are both dependent on mobs
Code: Select all
2017-01-21 19:27:36: WARNING[Main]: Undeclared global variable "mobs" accessed at .../minetest_game/mods/backpacks/init.lua:106
- taikedz
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Re: [Mod] Backpacks [backpacks]
I've updated the mod to use colourful backpacks. Should make sorting a little easier.
Last edited by taikedz on Tue Jan 31, 2017 18:24, edited 2 times in total.
Re: [Mod] Backpacks [backpacks]
I would remove the 'mobs' dependency from the depends.txt file and use something like this instead:
if minetest.get_modpath("mobs") then
-- add recipe here
end
if minetest.get_modpath("mobs") then
-- add recipe here
end
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Re: [Mod] Backpacks [backpacks]
nice I like this I can mine for longer
Re: [Mod] Backpacks [backpacks]
Leather backpack craft not showing in craft guide. Changing this - if minetest.get_modpath("mobs") and mobs and mobs.redo then to this - if minetest.get_modpath("mobs") then gets the leather backpack to show in the craft guide.
- taikedz
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Re: [Mod] Backpacks [backpacks]
Sorry, i'm having trouble following what you said...
Also, which craft guide is not showing this recipe?
Also, which craft guide is not showing this recipe?
Re: [Mod] Backpacks [backpacks]
Unified_inventory. In init.lua on line 171 it said:
if minetest.get_modpath("mobs") and mobs and mobs.redo then
craft doesn't show in guide. Change to
if minetest.get_modpath("mobs") then
Able to craft leather backpack.
if minetest.get_modpath("mobs") and mobs and mobs.redo then
craft doesn't show in guide. Change to
if minetest.get_modpath("mobs") then
Able to craft leather backpack.
- taikedz
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Re: [Mod] Backpacks [backpacks]
I believe the correct fix is to re-add an optional dependency on `mobs` ; please try it again from the master branch.
If I apply the changes you suggest (removing sanity checks), at best I'll just get reports of "the mod does not check for the presence of the right `mobs` mod" bug reports instead for people who use different `mobs` mods; at worst it will cause crashes.
If I apply the changes you suggest (removing sanity checks), at best I'll just get reports of "the mod does not check for the presence of the right `mobs` mod" bug reports instead for people who use different `mobs` mods; at worst it will cause crashes.
Re: [Mod] Backpacks [backpacks]
Just tried it. Back to not being able to craft leather backpacks. The only way I can get them is by using creative.
- taikedz
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Re: [Mod] Backpacks [backpacks]
Right well I'll havea deeper look at this when I have a proper moment. Thanks for letting me know
- taikedz
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Re: [Mod] Backpacks [backpacks]
Fixed. It was mobs_redo, it changed the way it identified itself.
backpacks now does a check for both the old and the new mobs_redo
backpacks now does a check for both the old and the new mobs_redo
Re: [Mod] Backpacks [backpacks]
Just tested it works now. Thank You.
- texmex
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Re: [Mod] Backpacks [backpacks]
Would you care to look at the bug I filed some time ago taikedz?
- taikedz
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Re: [Mod] Backpacks [backpacks]
Should be fixed with latest update ?
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Re: [Mod] Backpacks [backpacks]
This shows up with only unified_inventory toolranks mods on:
2019-10-02 13:42:52: ERROR[Main]: ... (1)\minetest-5.0.1-win64\bin\..\mods\backpacks\init.lua:84: attempt to index global 'dye' (a nil value)
2019-10-02 13:42:52: ERROR[Main]: stack traceback:
2019-10-02 13:42:52: ERROR[Main]: ... (1)\minetest-5.0.1-win64\bin\..\mods\backpacks\init.lua:84: in main chunk
2019-10-02 13:42:52: ERROR[Main]: Check debug.txt for details.
2019-10-02 13:42:52: ACTION[Main]: Server: Shutting down
2019-10-02 13:42:52: ERROR[Main]: ... (1)\minetest-5.0.1-win64\bin\..\mods\backpacks\init.lua:84: attempt to index global 'dye' (a nil value)
2019-10-02 13:42:52: ERROR[Main]: stack traceback:
2019-10-02 13:42:52: ERROR[Main]: ... (1)\minetest-5.0.1-win64\bin\..\mods\backpacks\init.lua:84: in main chunk
2019-10-02 13:42:52: ERROR[Main]: Check debug.txt for details.
2019-10-02 13:42:52: ACTION[Main]: Server: Shutting down
Re: [Mod] Backpacks [backpacks]
Try adding Unified Inventory Plus, since you are running Unified Inventory. Backpacks are already incorporated.
Re: [Mod] Backpacks [backpacks]
Does the dye mod no longer have a dye global? Are you not using the dye mod? I should update the mod if dye mod changed.
In the version I use in Lavaland, bags can be dug and placed anywhere and can be named. I really should update then..
In the version I use in Lavaland, bags can be dug and placed anywhere and can be named. I really should update then..
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