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

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

by LazerRay » Tue Mar 03, 2015 16:09

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

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

by RoseLite » Sun Mar 08, 2015 00:55

How come there's another file inside the first file?
What should I rename it to?
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Napiophelios
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Re: [Mod] Inventory++ [github] [inventory_plus]

by Napiophelios » Sun Mar 08, 2015 01:57

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

by Wuzzy » Sun Jun 07, 2015 01:37

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?
 

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

by prestidigitator » Sun Jun 07, 2015 04:37

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 » Sun Jun 07, 2015 05:46

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 » Thu Jul 09, 2015 19:06

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

by Blehmeh98 » Sun Oct 18, 2015 15:18

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

by Casimir » Sun Oct 18, 2015 19:03

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 » Fri Dec 11, 2015 06:44

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

by Neuromancer » Fri Dec 25, 2015 16:52

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
 

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

by Minetest Sam » Thu Jan 21, 2016 15:18

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 » Sat Jan 23, 2016 12:24

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 » Sat Jan 23, 2016 23:22

Rename the folder to "inventory_plus"
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mahmutelmas06
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Re: [Mod] Inventory++ [github] [inventory_plus]

by mahmutelmas06 » Sat Mar 19, 2016 15:13

Will be an update to work with latest version of manetest ?
Because buttons messed up in creative mode right now
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Re: [Mod] Inventory++ [github] [inventory_plus]

by mahmutelmas06 » Sun Mar 20, 2016 01:30

Your file is completly what i wanted.
Thank you for sharing
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Re: [Mod] Inventory++ [github] [inventory_plus]

by benrob0329 » Sun Mar 20, 2016 01:40

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

by Napiophelios » Sun Mar 20, 2016 01:46

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 TenPlus1 » Thu Aug 18, 2016 19:59

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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