[Mod] Smart Inventory [smart_inventory]

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Stix
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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

oh gosh i thought you were finished with the buttons and so haven't visited this page for a while, hopefully ill have the textures ready tomorrow.
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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

can you explain in detail what the match-recipe button does so i have an idea of what it should look like?
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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

anyways here's the furnace texture:
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Thanks for the texture, now the default dependency is dropped from mod

The match-recipe button enables the match-recipe list mode. It is an other way for lookup recipes. In this mode the smart_inventory looks to the crafting grid, and show all items that could be crafted by already placed items.
For example, If you place a default:wood the top-left corner in crafting grid, all items are selected in list that have a recipe with default:wood in the top-left corner.
Previously this mode was enabled automatically if you start any crafting, but this is not always useful, therefore optional now.

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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Second update for today: Added the multiple times requested way to obtain more then 1 item on creative page: A toggle button to select the obtain mode: 1 item or full stack

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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

can you post a screenshot with these buttons being used, im kinda confused how to make the texture atm as im not 100% sure ik what you meant when you described it
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

The Match-Recipe Mode. The icon needed for the button clicked in the first step...
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Re: [Mod] Smart Inventory [smart_inventory]

by azekill_DIABLO » Post

clap, clap, clap! +1
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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

bell07: im still gonna make the textures, i just havent decided how they will look yet.
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

An other idea is to use the currently used (previous crafteable) texture and change the "Crafteable mode" button?
It is the button on the left. If you press them, the items list is shown of crafteable by items in player inventory.

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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

maybe use that craftable button and have a button mode change button? idk..
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

They are 4x buttons for 4x different lists/modes. The "Crafteable" and "Match-Recipe" does share the same button texture, that you did previously for "Crafteable" mode.
The idea is to use the already existing texture (Grid+?-Char) for match-recipe mode and create an other texture for "Crafteable" mode. But I do not have the idea how it could be looks like. Some brainstorming:

"Match-Recipe" => Based on 3x3 Crafting grid
"Crafteable" => Based on 8x4 Inventory grid

Idea how you can get it visual?

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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

bell07 wrote:They are 4x buttons for 4x different lists/modes. The "Crafteable" and "Match-Recipe" does share the same button texture, that you did previously for "Crafteable" mode.
The idea is to use the already existing texture (Grid+?-Char) for match-recipe mode and create an other texture for "Crafteable" mode. But I do not have the idea how it could be looks like. Some brainstorming:

"Match-Recipe" => Based on 3x3 Crafting grid
"Crafteable" => Based on 8x4 Inventory grid

Idea how you can get it visual?
ah i see ur idea now, not sure if it will fit in 16x16 though, ofc i was thinking for a while to make a texture overhaul and make the textures 32x32
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Some more associations for 16x16:
"Match-Recipe" => Based on 3x3 Crafting grid => Workbench?
"Crafteable" => Based on 8x4 Inventory grid => Bag?

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Re: [Mod] Smart Inventory [smart_inventory]

by GamingAssociation39 » Post

When using this mod it doesn't show all of the doors only the wooden and glass door.
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

GamingAssociation39 wrote:When using this mod it doesn't show all of the doors only the wooden and glass door.
You have the doc and doc_items mods enabled, therefore smart_inventory uses the reveal functionality. Read the "How to use" part.

The Smart Inventory does not reveal much more as the documentation, and show you the already known or crafteable by known items only. You see the effect if you start collect first wood for example. The doors visibility is a bug in doc-system for me.
If you need to see all items, type /help_reveal to chat command (help_reveal priviliege required). On creative page always all items are available.

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Re: [Mod] Smart Inventory [smart_inventory]

by GamingAssociation39 » Post

In creative mode, the steel door and the trapdoors aren't visible.
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

GamingAssociation39 wrote:In creative mode, the steel door and the trapdoors aren't visible.
To avoid the overfill in creative inventory some "shaped" items are removed from usual list and grouped in "> Shape" group. Look to the first group selector at bottom, last entry.

The default setting is

Code: Select all

smart_inventory_shaped_groups (List of groups to be handled as separate) string carpet,door,fence,stair,slab,wall,micro,panel,slope,dye
You can change the setting in your minetest.conf if you like. The trapdoors is "door" group too.

I added the doors to the shapes since I use "ts_doors" and "mydoors" flooded my inventory.

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Re: [Mod] Smart Inventory [smart_inventory]

by GamingAssociation39 » Post

Shouldn't the doors be in one central location? So the trapdoors and the steel door is one section while the wood door and the glass door is in another section.
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Please be more specific. What do you mean with "one central location", "one section" and "another section"?
If you meant the grouping, the grouping is dynamic, based on item attributes so it is possible the different doors are in different groups because the some items are assigned to other groups

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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

I think i finally fully understand the different craftable modes, so to get this straight the match recipe mode is basically word auto-complete but with crafts? where the options narrow based on your choices as you put more materials in the grid?
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Stix wrote:I think i finally fully understand the different craftable modes, so to get this straight the match recipe mode is basically word auto-complete but with crafts? where the options narrow based on your choices as you put more materials in the grid?
Not directly "auto-complete", because there are no auto fill to the grod, but you understand right how it works. The idea was if you do forgot the excact recipe but know a part of them, you can just place the items you know and see how you can continue the recipe

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Re: [Mod] Smart Inventory [smart_inventory]

by Wuzzy » Post

I can't take an inventory mod serious if it still doesn't support listrings in 2018.

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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Wuzzy wrote:I can't take an inventory mod serious if it still doesn't support listrings in 2018.
It is your choice. The great on open souce is anyone can decide what he like to use.

Smart inventory can move items by 1-click without liststrings because of buttons instead of lists.

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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Hopeful last rewrite for the help-reveal list mode. Previous logic was to complex and did not work at all.
New logic is just simple count unrevealed recipes with the item with proper respecting groups reveal status.
Added also recipes count number to the button.
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