[Mod] Smart Inventory [smart_inventory]

imcasper
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Posts: 16
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Re: [Mod] Smart Inventory [smart_inventory]

by imcasper » Post

I can't use magic shortcuts -- move the entire stack to up / down (shift + left mouse button)

bell07
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Posts: 604
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

imcasper wrote:I can't use magic shortcuts -- move the entire stack to up / down (shift + left mouse button)
Done. Added listring between the main and craft inventories.

@Wuzzy did you meant this listring? Please be more specific with improvement proposals then "I can't take serious". I did not understand what should work to be serious.

bell07
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

smart_inventory does support now the clothing mod in the same way as 3d_armor.

Tested only with skinsdb, since the clothing can work with skinsdb instead of multiskin (skinsdb and clothing needs to be in latest git version).
The combination smart_inventory + multiskin + clothing is not tested but maybe does work too.

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GamingAssociation39
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Re: [Mod] Smart Inventory [smart_inventory]

by GamingAssociation39 » Post

So I'm wondering if you can add in support for wooden and obsidian glass doors because they aren't anywhere to be found
Jesus Is Lord and Savior!!!

bell07
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

GamingAssociation39 wrote:So I'm wondering if you can add in support for wooden and obsidian glass doors because they aren't anywhere to be found
My answer viewtopic.php?p=314528#p314528 is still valid, just remove the doors from smart_inventory_shaped_groups setting.

smintzo
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Posts: 1
Joined: Thu Jul 05, 2018 22:07

Re: [Mod] Smart Inventory [smart_inventory]

by smintzo » Post

Hi. I'm getting the following when I try to activate this mod:
Failed to enable mod "minetest-smart_inventory-master" as it contains disallowe
d characters. Only characters [a-z0-9_] are allowed.
Any idea what I might be doing wrong please?

bell07
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Your minetest is to old. Please update to the last stable version 0.4.17.1

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Stix
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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

smintzo wrote:Hi. I'm getting the following when I try to activate this mod:
Failed to enable mod "minetest-smart_inventory-master" as it contains disallowe
d characters. Only characters [a-z0-9_] are allowed.
Any idea what I might be doing wrong please?
Dont forget to rename the file to smart_inventory!

Also latest stable version of Minetest/Minetest-Game is 0.4.17.1
Hey, what can i say? I'm the bad guy.

bell07
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Dont forget to rename the file to smart_inventory!
This should not be necessary anymore. In newer minetest the mod.conf file is used for the mod name at the first.

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Stix
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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

bell07 wrote:
Dont forget to rename the file to smart_inventory!
This should not be necessary anymore. In newer minetest the mod.conf file is used for the mod name at the first.
Wow, neat-o! I was tired of renaming everything xD! (i'm assuming this was changed for ContentDB to work?)
Hey, what can i say? I'm the bad guy.

bell07
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

The mod.conf is supported since MT-0.4.13 / 2015 ;-)

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Stix
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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

bell07 wrote:The mod.conf is supported since MT-0.4.13 / 2015 ;-)
Then why would it give me errors when i forgot to rename the files? o_O
Hey, what can i say? I'm the bad guy.

bell07
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Stix wrote:
bell07 wrote:The mod.conf is supported since MT-0.4.13 / 2015 ;-)
Then why would it give me errors when i forgot to rename the files? o_O
Some mods still not have the mod.conf. Such mods still needs to be renamed because the folder name is used as mod name in this case oO

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Stix
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Re: [Mod] Smart Inventory [smart_inventory]

by Stix » Post

I have an idea on how to improve some existing textures (and add the match-recipe-mode texture), i'll work on it as soon as my laptop is fixed.
Hey, what can i say? I'm the bad guy.

bell07
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Fixed a stability bug, reported for whynot game. Now the mod should be more stable.

If you find any issues, please report them, so I can look to and fix them. Any found bug is a good bug.

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RajMahal
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Re: [Mod] Smart Inventory [smart_inventory]

by RajMahal » Post

Image
*#closed*
Use
#mod.#non_default.#smart_inventory
to
#v.#remove
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

ingredients:

#mod.#non_default.#smart_inventory
#mod.#non_default.#smart_inventory.#date_2019.#github
#mod.#non_default.smart.sfinv
#mod.#non_default.#world_edit
#file.#exe.#mtengine.#modbase.#mtgame.#windows.#minetest-5.0.1-win64.exe
#program.#apk.#mintetest.5.0.dev
#program.#exe.#minetest.0.4.17.exe

#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks
#message.#crash.#error.#unfortunately_#minetest_has_stopped
#v.#crash

sources:
#forum.#minetest

....more to be added
Spoiler





*#closed*
#My_question
Does the search magnifying glass and text box search my inventory?
#on_screen.#inventory
#on_screen.#magnifying_glass
#on_screen.#search_box

***#see.#post.11***





*#closed.unresolved*
#My_question
If
#mod.#non_default.#smart_inventory
had a
#on_screen.#search_box
would I get
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

***#see.#post.11.1***





*#closed*
#My_question
Where is
#on_screen.#world_edit.#icon
in
#on_screen.#inventory

***#see.#post.12***





*#closed*
#My_question
Where is
#on_screen.#world_edit.#icon
in
#on_screen.#inventory
now?

***#see.#post.12.1***





*#closed*
#My_question
Why do I get
#message.#crash.#error.#unfortunately_#minetest_has_stopped
when I use
#program.#apk.#mintetest.5.0.dev
and
#mod.#default
and
#mod.#non_default.#smart_inventory
and a new
#file.#directory.#games_minetest_world

***#see.#post.13***





*#closed*
#My_question
If I
#v.#remove
#mod.#default.#sfinv
the
#file.#directory.#games_minetest_world
loads and
#on_screen.#chat
#mod.#non_default.#world_edit
works
However,
#mod.#non_default.#smart_inventory
#on_screen.#inventory
does not appear

***#see.#post.14***





*#closed*
#My_question
Why does old
#program.#exe.#minetest.0.4.17.exe
#v.#crash
when new
#file.#directory.#games_minetest_world
with
#mod.#default.
and
#mod.#non_default.#world_edit
and
#mod.#non_default.#smart_inventory.#date_2019.#github

***#see.#post.15***





*#closed*
#My_question
will
#mod.#non_default.smart.sfinv
#v.#fix
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

***#see.#post.16***





*#closed*
#My_question
what alternatives to
#mod.#non_default.#smart_inventory
#mod.#non_default.#smart_inventory
will
#v.#fix
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

***#see.#post.21***





*#closed*
#My_question
WIll update to
#file.#exe.#mtengine.#modbase.#mtgame.#windows.#minetest-5.0.1-win64.exe
#v.#fix
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

***#see.#post.28***










***#post.11***
#My_question
Does the search magnifying glass and text box search my inventory?
#on_screen.#inventory
#on_screen.#magnifying_glass
#on_screen.#search_box

#My_process
#file.#mtengine.#modbase.#mtgame.#sfan.#windows.#minetest-5.0.0-bba4563-win64.exe
#mod.#non_default.#smart_inventory.#date_2019.#github

#My_observation

Code: Select all

I discovered the removal of sfinv fixed my crashes (unrelated to smart_Inventory_mod). I then (downloaded 2019) & installed Smart Inventory Mod in an attempt to fix my world error.    I am using 5.0.dev MT version.  I am OK WITHOUT search functionality, as I'm concerned that if a search feature is "turned-on", it may crash game.  In other words, the ability to "index" nodes for searchability using DEFAULT INVENTORY, MAY be what's crashing my world in ver5.0.dev when loading WITHOUT the smart_inventory_mod.
This Smart Inventory mod works very well.  The "hot" swap of rows is nice.
At first it was slightly intimidating, but the split between crafting and creative panels is brilliant.
Any GUI deformities or transparency issues in 5.0.dev are minor, this mod looks good.
The sort categories, "snappy","cracky", are perhaps geeky, but I ended up liking it.  It introduces users to the node categorization concept.  
Massive 12x13 inventory (156node) grid!  Its crazy big!
After my world loads, its neat to watch the Smart_inventory_mod kick in and "sort" nodes on my server screen.  I don't know if that's what it does, but I've never seen any other mod do that.
No "Default" dependency, as bell07 clarified.  That is why this works for me.
I can toggle between an existing world_edit screen and inventory...I can leave leave the world_edit "stack" screen open for repetitive usage.  Very nice.  World_edit"saves" the screen like this on default inventory, but requires (atleast it used to) complete backing out of inventory.
Big Red "X" for exiting, for when your back buttons don't work.   Finally
Bottom Line, it handles BIG inventory.  Unless sfinv changes, alot of people will need this mod come 5.0 release.
#My_feedback
"
bell07 says:Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Fri Feb 15, 2019 19:11"
Both functionalities are for integrated crafting guide.
#My_response
RajSays:
ThankYou. You asked "why should it crash the game?". It doesn't. I was asking a hypothetical question. I assumed the magnifying glass was a search, I was wrong. However, I still think that the lack of search function allows your mod to work, while without it I CANNOT start a world. In other words, if I COULD search using smart_inventory_mod, it "would" LIKELY crash my game.[/color]
#My_conclusion

Code: Select all

I incorrectly assumed the magnifying glass was a search button.  It is not.  I don't see that it does anything.  I also don't see the text box does anything either.  Regardless, this mod makes my MT function...but why?  









***#post.11.1***
#My_question
If
#mod.#non_default.#smart_inventory
had a
#on_screen.#search_box
would I get
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

My reference link
viewtopic.php?p=145451#p145451[/url]

#My_observation

Code: Select all

I am OK WITHOUT search functionality, as I'm concerned that if a search feature is "Enabled", it may crash game.  In other words, the ability to "index" nodes for searchability may be what's crashing my world in ver5.0.dev when loading WITHOUT the smart_inventory_mod.
#My_observation

Code: Select all

...After removing sfinv and creative I eliminated this.  Then I coincidentally acquired Smart inventory_mod, which allows me to re-add sfinv and creative.   Smart Inventory appears to have reduced search functionality.  

#My_conclusion

Code: Select all

Am I wrong to believe this mod works for me because it is "lacking" a search function?  Keyword searching is nice, but I can live without it if it allows my world to load.









***#post.12***
#My_question
Where is
#on_screen.#world_edit.#icon
in
#on_screen.#inventory

#My_process
Installed sfan's minetest-5.0.0-bba4563-win64
Installed non-default smart_inventory_mod (2019 github download)
Downloaded & alternately swapped BOTH worldEdit1.1 & WorldEdit1.2
Granted single player all privs & worldedit priv

#My_observation

Code: Select all

I don't see world edit_mod Icon.  Attempted worldedit 1.1 & 1.2, but still doesn't show up.   I am using 5.0.dev.  In later expiriments I even attempted windows 0.4.17.1 & apk 0.4.16.17 & apk 0.5.dev just to see if icon shows up anywhere.  None work as all three give me crashed world edit line 138 error.
#My_conclusion

Code: Select all

Even though I was using WorldEdit1.2_mod it wasn't recent enough.  After downloading latest WorldEdit_mod (unstable) direct from Github, I can now see World_Edit_mod_icon.  IN ADDITIONAL tests I also do not get WorldEdit .lua line 138 error.  HOWEVER, this specific issue with windows.64.server.5.0.dev does NOT yield a "....lua line 138" error.









***#post.13***
#My_question
Why do I get
#message.#crash.#error.#unfortunately_#minetest_has_stopped
when I use
#program.#apk.#mintetest.5.0.dev
and
#mod.#default
and
#mod.#non_default.#smart_inventory
and a new
#file.#directory.#games_minetest_world

#My_process
Installed Stu's "Minetest-3fce27e.apk"
Installed non-default smart_inventory_mod (2019 github download)
Downloaded & alternately swapped BOTH worldEdit1.1 & WorldEdit1.2

#My_observation

Code: Select all

I receive "Unfortunately Minetest has stopped".   I am using 5.0.dev.
<Unfortunately Minetest has stopped>
If I remove sfinv_mod the world loads, and worldedit_mod chat functions work.  Smart Inventory_mod screen doesn't show up
#My_observation

Code: Select all

#date_20190813
I've moved onto android (apk-5.0.0.22) and windows (minetest-5.0.1-win64).  See ***mt_raj_28***









***#post.14***
#My_question
If I
#v.#remove
#mod.#default.#sfinv
the
#file.#directory.#games_minetest_world
loads and
#on_screen.#chat
#mod.#non_default.#world_edit
works
However,
#mod.#non_default.#smart_inventory
#on_screen.#inventory
does not appear

#My_process
Installed 4.16.17 apk
Installed non-default smart_inventory_mod (2019 github download)
Downloaded & alternately swapped BOTH worldEdit1.1 & WorldEdit1.2

#My_observation

Code: Select all

I receive "Unfortunately Minetest has stopped".   Also, debug says"
2019-02-15 19:35:10: ERROR[Main]: ModError: Failed to load and run script from /storage/emulated/0/Minetest/worlds/singleplayerworld/worldmods/WorldEdit/worldedit_gui/init.lua:
2019-02-15 19:35:10: ERROR[Main]: ...ayerworld/worldmods/WorldEdit/worldedit_gui/init.lua:138: assertion failed!
2019-02-15 19:35:10: ERROR[Main]: stack traceback:
2019-02-15 19:35:10: ERROR[Main]: [C]: in function 'assert'
2019-02-15 19:35:10: ERROR[Main]: ...ayerworld/worldmods/WorldEdit/worldedit_gui/init.lua:138: in main chunk
#My_feedback
bell07 says:
I found now the error message in the text-salad, the issue with smart_inventory + worldedit is you need more recent worldedit from got master branch.
#My_process
Download WorldEdit1.2 (latest&unstable) from GitHub & Install



#My_observation

Code: Select all

Whoomp, there it is!  WorldEdit_mod_icon now shows up in smart_Inventory_mod.

#My_conclusion

Code: Select all

Even though I was using WorldEdit1.2_mod it wasn't recent enough.  After downloading latest WorldEdit_mod (unstable) direct from Github, I can now see World_Edit_mod_icon and I do not get WorldEdit .lua line 138 error.  World_Edit_mod page downloads version1.2(stable), but users of this mod need (unstable)...which is still rather stable I might add.









***#post.15***

#My_question
Why does old
#program.#exe.#minetest.0.4.17.exe
#v.#crash
when new
#file.#directory.#games_minetest_world
with
#mod.#default.
and
#mod.#non_default.#world_edit
and
#mod.#non_default.#smart_inventory.#date_2019.#github

#My_observation

Code: Select all

I receive "Unfortunately Minetest has stopped".   Also, debug says"
2019-02-15 19:35:10: ERROR[Main]: ModError: Failed to load and run script from /storage/emulated/0/Minetest/worlds/singleplayerworld/worldmods/WorldEdit/worldedit_gui/init.lua:
2019-02-15 19:35:10: ERROR[Main]: ...ayerworld/worldmods/WorldEdit/worldedit_gui/init.lua:138: assertion failed!
2019-02-15 19:35:10: ERROR[Main]: stack traceback:
2019-02-15 19:35:10: ERROR[Main]: [C]: in function 'assert'
2019-02-15 19:35:10: ERROR[Main]: .ayerworld/worldmods/WorldEdit/worldedit_gui/init.lua:138: in main chunk
#My_feedback
bell07 says:
I found now the error message in the text-salad, the issue with smart_inventory + worldedit is you need more recent worldedit from got master branch.
#My_process

Code: Select all

Installed sfan's minetest-5.0.0-bba4563-win64
Installed non-default smart_inventory_mod (2019 github download)
Downloaded WorldEdit1.2
Granted single player all privs & worldedit priv
#My_observation

Code: Select all

I made three separate attempts to test
1) Server "Target Mode" using shortcut to launch server & Default & many  non-default mods.
2) Server via Main Menu with default_mods & non-default world_edit & smart_sfinv_mod.
3) Single Player from Main Menu with default_mods and non-default WorldEdit_mod & Smart_sfinv_mod.
#My_observation

Code: Select all

I made three separate attempts to test
1) Same problem I had before smart_mods, this mod does not work for me.  Mobil Devices fail upon connection..."malformed inventory".
2) Same problem I had before smart_mods, this mod does not work for me.  Mobil Devices fail upon connection..."malformed inventory".
3) Able to join game on PC, however upon clicking inventory I get error " malformed inventory".
My reference link
SEE MY POST ---loading4.16worldinto5.0apk_mt_raj_2---
viewtopic.php?f=42&t=21526&hilit=Android+5.0&start=25

#My_observation

Code: Select all

...When I attempt hosting with slightly reduced mods, I still get an error  "a serialization error occurred:Malformed Inventory list...read 625 of 6425 itemstacks.  Server is probably running a different...".   Funny, since the tablet IS the server.  My WORLD can be hosted and playable on tablet when I remove ALL world mods.  If I can only load 625 of 6425 items, I would have a lot if trimming to do.

My reference link
---MT.windows64.server.v4.17modsToMT.windows64.server.v5.0.dev_mt_raj_4---
viewtopic.php?f=42&t=17439&p=341203#p341203










***#post.16***
#My_question
will
#mod.#non_default.smart.sfinv
#v.#fix
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

#My_feedback
bell07 says:
For MT-5 I switched to sfinv pimped up by smart_sfinv.
#My_conclusion

Code: Select all

I noticed Smart_Sfinv_mod couple weeks ago, but for some reason missed it was a replacement. 
Unfortunately, the smart_sfinv_mod does NOT work correctly for me.  However, world_edit_mod_icon does show up when I have "small inventory" with few items.  However, with my "big inventory" I get the same "malformed inventory error" I had BEFORE I downloaded Smart_inventory_mod.  Additionally, I have also installed latest (unstable) WorldEdit1.2 and tested.










***#post.21***
#My_question
what alternatives to
#mod.#non_default.#smart_inventory
#mod.#non_default.#smart_inventory
will
#v.#fix
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

#My_process

Code: Select all

Try Alternative Inventories_with_mt.windows64.server5.0dev

#My_observation

Code: Select all

While Smart Inventory has been functional, I am concerned of potential issues relating to its relationship with sfinv and what may occur down the road as I modify my world.  I strive to utilyze mods which create a unique game experience, but also maintain compatibility.  I am concerned with my dependency on Smart_Inventory until I can minimize my current inventory.
#My_process

Code: Select all

Install Inventory_plus_mod
#My_observation

Code: Select all

Works until I click on _node_ tab.  Then gray screen and freeze.
#My_conclusion

Code: Select all

Inventory_plus allows me into world, but not into _nodes_ tab.
#My_process

Code: Select all

Install enhanced_mod
#My_observation

Code: Select all

Doesn't appear to do anything for creative.  Inventory opens, but no creative inventory.
#My_conclusion

Code: Select all

inventory_enhanced does nothing for me.
#My_process

Code: Select all

Install creative_inventory_mod
#My_observation

Code: Select all

Still get malformed inventory.
#My_conclusion

Code: Select all

inventory_enhanced does othing for me.
#My_process

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Install unified_inventory_mod
#My_observation

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I used this mod in early stages of my world on version 4.16 and found it the best.  However, I went back to using default inventory after crashes associated with inventory.  Now I brought it back to test on 5.0.dev.  It loads 84 pages only.  It does enable searching but freezes a couple of my devices, so its not stable enough.
#My_conclusion

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Loads 84 pages of creative, which is OK, and search, but occasional freeze during search and page flips.
#My_process

Code: Select all

#file.mtengine.modbase.mtgame.windows.#minetest-5.1.0-win64
#My_observation

Code: Select all

I now use unified.inventory just fine
#My_conclusion

Code: Select all

Update of minetest fixes inventory crashing










***#post.28***
#My_question
WIll update to
#file.#exe.#mtengine.#modbase.#mtgame.#windows.#minetest-5.0.1-win64.exe
#v.#fix
#message.#crash.#error.#a_serialization_error_occured:malformed_inventory_list.read_625_of_6425_itemstacks

#My_process

Code: Select all

Installed android (apk-5.0.0.22) and windows (minetest-5.0.1-win64)
Import 130+ non-default mods from 5.0 dev world
#My_observation

Code: Select all

PREVIOUSLY!!!!   I discovered the removal of sfinv fixed my crashes (unrelated to smart_Inventory_mod). I then (downloaded 2019) & installed Smart Inventory Mod in an attempt to fix my world error.    I WAS using 5.0.dev MT version.  I am OK WITHOUT search functionality, as I'm concerned that if a search feature is "enabled", it may crash game.  In other words, the ability to "index" nodes for searchability using DEFAULT INVENTORY, MAY be what's crashing my world in ver5.0.dev when loading WITHOUT the smart_inventory_mod.
#My_observation

Code: Select all

My new laptop with I7 processor & 12gig of ram, hosts server and opens inventory.  Seems normal.
My android tablet note10, however, tells me "A serialization error occured: Malformmatted inventory list=main, read 996 of 6758 Item Stacks.  The server is probably running a different version of Minetest."
I still get annoyed with part "The server is probably running a different..."
Not only is it wrong, it is misleading.  SInce when did it become acceptable to use "probably" in an error.  Can you give me quantitative data the suggests the probability of this error is in fact a version related problem?  "Probably" not. 
PREVIOUSLY!!!!   I discovered the removal of sfinv fixed my crashes (unrelated to smart_Inventory_mod). I then (downloaded 2019) & installed Smart Inventory Mod in an attempt to fix my world error.    I WAS using 5.0.dev MT version.  I am OK WITHOUT search functionality, as I'm concerned that if a search feature is "enabled", it may crash game.  In other words, the ability to "index" nodes for searchability using DEFAULT INVENTORY, MAY be what's crashing my world in ver5.0.dev when loading WITHOUT the smart_inventory_mod.
#My_conclusion

Code: Select all

Problem "seems" likely a memory related issue.  However, It shouldn't be acceptable to add an additional mod, such as smart_inventory to fix a problem related to memory.   Default inventory should maintain a "minimalist" function in relation to hardware.  Also, an update from 4.17 to 5.0 should not create the conditions in which prior compatibility is broken, thus creating a dependency on a non_default_mod to allow older devices to connect.
I have verified the malformatted inventory error is still present and accompanied with "probably a different version" comment.
Problem "seems" likely a memory related issue.  However, It should'nt be acceptable to add an additional mod, such as smart_inventory to fix a problem related to memory.   Default inventory should serve as a "minimalist" function in relation to hardware.  Also an update from 4.17 to 5.0 should not create the conditions in which prior compatibility is broken, thus creating a dependency on a non_default_mod.
I have verified the malformatted inventory error is still present and accompanied with "probably a different version" comment.
My reference link
My other post
viewtopic.php?p=145451#p145451
Last edited by RajMahal on Mon Dec 12, 2022 01:15, edited 52 times in total.

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Lone_Wolf
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Re: [Mod] Smart Inventory [smart_inventory]

by Lone_Wolf » Post

RajMahal wrote: ---SmartInventory_mod with MT.windows64.serverv5.0.dev_mt_raj_11---
*in-process*
---------------- My Question
Raj asks:
Should the search magnifying glass and text box search my inventory? If it did work, would it crash my game?
Spoiler
---------------- My procedure
Installed sfan's minetest-5.0.0-bba4563-win64
Installed non-default smart_inventory_mod

---------------- My observation.
I installed Smart Inventory Mod in an attempt to fix my world error after discovering the removal of sfinv fixed my crash. I am using 5.0.dev MT version. I am OK WITHOUT search functionality, as I'm concerned that if a search feature is "turned-on", it may crash game. In other words, the ability to "index" nodes for searchability may be what's crashing my world in ver5.0.dev.

---------------- My Opinion
This Smart Inventory mod works very well. The "hot" swap of rows is nice.

---------------- My other post
---MT.windows64.server.v4.17modsToMT.windows64.server.v5.0.dev_mt_raj_4---

viewtopic.php?f=42&t=17439&p=341203#p341203
---WheresWorldEdit?SmartInventory_mod with MT.windows64.serverv5.0.dev_mt_raj_12---
*in-process*
---------------- My Question
Raj asks:
Where does the WorldEdit_mod Icon show up in inventory?
Spoiler
---------------- My procedure
Installed sfan's minetest-5.0.0-bba4563-win64
Installed non-default smart_inventory_mod

---------------- My observation.
I don't see world edit. Attempted very worldedit 1.2, but still doesn't show up. I am using 5.0.dev.
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

Raj wrote:Should the search magnifying glass and text box search my inventory? If it did work, would it crash my game?
Both functionalities are for integrated crafting guide.
The magnifying glass is an lookup tool. If you place any item to the field you get the item selected in info area and get a list with items crafteable using the placed item (if revealed).
The search fields searches for revealed items and show them in the list for recipe. Why it should crash the game? If you have issues, let me know here or beter on github, with the full error call stack from debug.txt so I can look into the issue.
Raj wrote:I installed Smart Inventory ... removal of sfinv fixed my crash. ... 5.0.dev .. if a search feature is "turned-on", it may crash game. ...
In my last tests (now again) I did not experied any crashes wirh sfinv nor with search feature. Which subgame do you use? And try you the latest Smart Inventory version from github? Pls. provide error messages from debug.txt. Without I cannot help.
Raj wrote:Where does the WorldEdit_mod Icon show up in inventory?
Tested too and the WE-Button appears. Do you use the latest Worldedit Version from github? The support was implemented after the 1.2 release (in 2017). Did you get the worldedit permission?


... By the way ...
I do not work anymore on Smart Inventory because I do not use it byself anymore. The mod is just in maintanance mode for me. That means I fix bug if reported, and I check and merge PR's on github if anyone push anything.

Smart Inventory looks strange on MT-5 and I do not plan to fix it byself. For MT-5 I switched to sfinv pimped up by smart_sfinv. The Reason for the change is I hat to implement own pages for any mod because no other mod developer uses the smartfs framework for formspecs. So I am back to "standard".

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Re: [Mod] Smart Inventory [smart_inventory]

by Peril » Post

I'd very much appreciate it if you could update this mod to work with MT-5 :/ For some bizarre reason sfinv doesn't work for me. (Don't know why, don't really want to investigate either)...and your mod (I'm using an older version of MT) works perfectly well for me... I'd hate to see it disappear when the inevitable upgrade comes along.
Forgot my old username/email, it's been a number of years please bear with.
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Re: [Mod] Smart Inventory [smart_inventory]

by Lone_Wolf » Post

Peril wrote:I'd very much appreciate it if you could update this mod to work with MT-5 :/ For some bizarre reason sfinv doesn't work for me. (Don't know why, don't really want to investigate either)...and your mod (I'm using an older version of MT) works perfectly well for me... I'd hate to see it disappear when the inevitable upgrade comes along.
Would it be possible to post a screenshot of how sfinv 'doesn't work'? I might be able to do the investigating for you if so
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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

@RaiManal, can you please answer in usual "Reply" way and not modify your strange ripoff from any chat platform?
If you search for help you need to make some effort to get your question readable.

I found now the error message in the text-salad, the issue with smart_inventory + worldedit is you need more recent worldedit from git master branch.

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Re: [Mod] Smart Inventory [smart_inventory]

by not2stressed » Post

I've been using Smart Inventory for nearly 2 years, and it's great. But now I've moved 2 worlds/games on my home server from MT 0.4.17 to MT 5.1.0, and created a 3rd game as well. There was no problem on 0.4.17, but there appears to be a bug with the trash running on 5.1.0, on all 3 games (existing & new):
When first getting in to the game, all works as expected. If I exit the game and get back in, the trash stops working. The only way to make the trash work again is to restart the server.
Symptom: When all is working (1st entry into game), moving the curser over the trash changes the trash image. Trash works. On subsequent entries into the game, moving the curser over the trash doesn't change the image. Clicking on trash produces an error message on screen & in the local log:
"WARNING[Main]: GUIFormSpecMenu::drawList(): The inventory location "detached:Dad_trash_inv" doesn't exist"
(Player name is Dad)
There is no message in the log on the server.

Help please - I'd really like to keep using Smart Inventory, but having to restart the server frequently is becoming a pain ...

Thanks!

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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

I given the smart inventory up in favor of smart_sfinv modpack some times ago. Last "supported" version was 0.4.17. But the smart inventory is still in maintenance mode and may we should get it ready for MT-5.

At the first the https://github.com/minetest-mods/smart_ ... y/issues/6, @Stix (or any other), can you please provide new "left_arrow.png" and " "right_arrow.png" textures for Page back / page next buttons on creative list (The buttons with the numbers)?

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Re: [Mod] Smart Inventory [smart_inventory]

by bell07 » Post

@not2stressed, thank you for the bug report. Issue with the trash is fixed now on github

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Re: [Mod] Smart Inventory [smart_inventory]

by not2stressed » Post

@bell07 - Thanks for the quick response!
I just tested the fix and found it didn't work at first, but when I looked on Github to see what change you made, I realised it might only work in creative mode as the change was in creative.lua. I don't usually play in creative mode ...
I copied the changes and appended them to crafting.lua, and now the trash works again as expected.

I don't know if crafting.lua is the best place for the fix or if there will be any "side-effects" from putting there - I only have a very basic understanding of coding.

Thanks very much for your efforts - I really think this is the best inventory I've found and I hope I can keep using it for a long time to come :-)

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