[Mod] Inventory++ [github] [inventory_plus]

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LazerRay
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Re: [Mod] Inventory++ [github] [inventory_plus]

by LazerRay » Post

I get the same bug too, if you have more than two buttons, they start overlapping the crafting grid.

Image

RoseLite
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Re: [Mod] Inventory++ [github] [inventory_plus]

by RoseLite » Post

How come there's another file inside the first file?
What should I rename it to?
Rainbows Rainbows! Rainbows!! Rainbows!!! Rainbows!!!! Rainbows!!!!! Rainbows!!!!!!

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Napiophelios
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Napiophelios » Post

You dont really have to rename anything with this one,
just place the unzipped archive into your mod folder.

cornernote distributes his mods as modpacks,
the actual mod is the folder inside thats just named "inventory_plus".

I think mods are supposed to load better /faster when packed into modpack folders,
even if its a single mod inside.

So long as the "mod.txt" file is present,
the folder containing the "inventory_plus" folder
can be named anything.

I would place all mods that depend on inventory plus inside this folder too.

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Wuzzy
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Wuzzy » Post

I have spotted a pretty serious bug in this mod. If a player joins the server, then very quickly leaves the server (faster than 1 second after joining), this will cause the server crashing. The best way to test this is locally. Important: You have to try this with a bogus (=new) username.

My analysis:
The bug is caused because in the on_joinplayer event, a minetest.after is called (1 second) and called inventory_plus.get_formspec and inventory_plus.set_formspec. If the player leaves quicker than 1 second, then inventory_plus.get_formspec will try to call a method of player, who is not on the server anymore, thus causing the crash.

My question is: Why have you put minetest.after in this function in the first place? Is there some rationale behind that?

prestidigitator
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Re: [Mod] Inventory++ [github] [inventory_plus]

by prestidigitator » Post

There are some things that don't work during an on_joinplayer callback. Using minetest.after() is the usual workaround.

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addi
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Re: [Mod] Inventory++ [github] [inventory_plus]

by addi » Post

prestidigitator wrote:There are some things that don't work during an on_joinplayer callback. Using minetest.after() is the usual workaround.
is it still required? I thought that was fixed someday?
Edit: yes, its not fixed.

amadin
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Re: [Mod] Inventory++ [github] [inventory_plus]

by amadin » Post

Does can i change colors?
Last edited by amadin on Sat Aug 01, 2015 15:10, edited 1 time in total.

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Casimir
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Casimir » Post

I made a temporary fix for that (until it is probably done in the engine): https://github.com/Zeg9/minetest-inventory_plus/pull/4

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Re: [Mod] Inventory++ [github] [inventory_plus]

by Blehmeh98 » Post

The game closes out when I switch skins due to the error
. . . init.lua:158: attempt to call field 'explode_textlist_event'(a nil value). I looked on the dev wiki, and that is not even a real function, as I cannot find anything. You will have to use a different function. Maybe 'explode_table_event'?
hi.

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Casimir
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Casimir » Post

Must be another mod. This one only has 136 lines. Normally the error also says the mod name.

kino2007
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Re: [Mod] Inventory++ [github] [inventory_plus]

by kino2007 » Post

Hey, Zeg. I was thinking if you would put a "search" button so it will be easier to get stuff.

So, it's a good idea huh, isn't it?

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Neuromancer
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Neuromancer » Post

This works great now with the new "creative" inventory mod that has search. If you update your minetest game with it you should be good to go.
https://github.com/minetest/minetest_game/pull/736

Minetest Sam
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Minetest Sam » Post

I renamed the folder to inventory_plus but still the debug.text shows unresolved mod name "inventory_plus"

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Re: [Mod] Inventory++ [github] [inventory_plus]

by LaraWonder » Post

Hey, Minetest's telling me that there's an error with this mod. I think is because of the name of the archive. How should call it?
P.D.: I've unpackaged the .zip archive, if anyone was going to ask

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Re: [Mod] Inventory++ [github] [inventory_plus]

by benrob0329 » Post

Rename the folder to "inventory_plus"

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mahmutelmas06
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Re: [Mod] Inventory++ [github] [inventory_plus]

by mahmutelmas06 » Post

Will be an update to work with latest version of manetest ?
Because buttons messed up in creative mode right now
My Mods:

Beverage

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Napiophelios
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Napiophelios » Post

....
Last edited by Napiophelios on Fri Sep 08, 2017 00:54, edited 2 times in total.

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mahmutelmas06
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Re: [Mod] Inventory++ [github] [inventory_plus]

by mahmutelmas06 » Post

Your file is completly what i wanted.
Thank you for sharing
My Mods:

Beverage

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benrob0329
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Re: [Mod] Inventory++ [github] [inventory_plus]

by benrob0329 » Post

The buttons dissapear after you swich tabs.

Otherwise It works fine, I just hope that Rubenwardy's tab API gets pushed to core.

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Napiophelios
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Napiophelios » Post

benrob0329 wrote:The buttons dissapear after you swich tabs.

Otherwise It works fine, I just hope that Rubenwardy's tab API gets pushed to core.

Cornernote intentionally put a delay in for showing the buttons to avoid problems.
I have tried to edit it out but it causes problems when you do.

I generally just hit the page arrow button to get them to reappear.
You will also note they dont appear on the crafting tab either.

EDIT:
I was wrong benrob0329, its not cornernote's creative mode delay making the buttons disappear
the formspec has to be set on each tab when you switch to it.
I think I can figure it out.....just not tonight :)

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Re: [Mod] Inventory++ [github] [inventory_plus]

by BrunoMine » Post

Apparently this project was stopped. This is bad.

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Re: [Mod] Inventory++ [github] [inventory_plus]

by TenPlus1 » Post

The text only version of inventory_plus is still being worked on with newer 0.4.14 features added: https://github.com/tenplus1/inventory_plus

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Wuzzy
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Wuzzy » Post

--deleted--
(this post was posted in error)

smallwitch66
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Re: [Mod] Inventory++ [github] [inventory_plus]

by smallwitch66 » Post

Perdón, no se si esto lo puedo preguntar aqui.
Tengo estos botones juntos
¿que puedo hacer? no puedo avanzar en el inventario
plus error.png
plus error.png (513.17 KiB) Viewed 908 times

Ignaramico
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Ignaramico » Post

smallwitch66 wrote:
Sun Dec 20, 2020 11:03
Perdón, no se si esto lo puedo preguntar aqui.
Tengo estos botones juntos
¿que puedo hacer? no puedo avanzar en el inventario
plus error.png
For starters, i believe thats sfinv not inventory++, second i believe the problem is with the version of the mod/game, one of the errors that shows in the images ("invalid list ring element") showed to me once too, but then i downloaded an earlier version of sfinv and it stopped showing

en español/spanish:
Spoiler
segun yo, ese inventario es del sfinv, no del inventory++, como quiera, ya intentaste borrar el mod y volverlo a instalar? o instalar una version anterior?, o mejor intenta usar otro mod para el inventario

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