Okay, so I reconfigure the backpack before placing it down, and I can revert my configurations once it is placed? I can remember to do that, it just seems like a bit of a workaround when I just want to set down my main pack for a bit, or anchor my pack and grab a quantum copy of it.
Being able to pipe items into/out of nested backpacks is less convenient than having a backpack that won't rearrange itself when you place it, so I've updated the 'nested piping' behaviour to be off by default (it can be toggled on/off by pressing the 'Pause/Resume Auto-Collector' key while holding down shift).
I've also added a 'Configure sortable slots' key to allow specific slots to be excluded when sorting a backpack, and have updated auto-resupply to only resupply items with mismatched metadata when explicitly configured to do so.
Since I got fed up with accidentally dyeing my backpacks blue and black when trying to take half a stack of lapis/ink, backpacks will now only change color when right-clicking on a single piece of dye.
And because somebody asked for it a few months ago, there is now a config option to change what item duplicates placed backpacks.
I'll release the update on CurseForge after I've had more time to test it, in the meantime it can be found here.
Hello, I was wondering if there was a way to get ammo to restock. an example would be the last arrow got shot from the bow would then be replaced with a stack or "what's left for arrows" from the backpack.
I also have a gun mod this feature would be very nice to have implemented. thank you greatly for your time.
Hello, I was wondering if there was a way to get ammo to restock. an example would be the last arrow got shot from the bow would then be replaced with a stack or "what's left for arrows" from the backpack.
I also have a gun mod this feature would be very nice to have implemented. thank you greatly for your time.
Minecraft ver. 1.12.2
Backpacks can restock items when they break, but unfortunately running out of arrows doesn't trigger the 'player broke an item' event, so there's no nice way to notice when a player runs out of ammo.
If you configure your backpack to 'stock' ammo it will make sure you have ammo each time you press the 'Auto-Collect from Inventory or Chest' key, so you could press that key when you run out of ammo.
is the auto-collect from inventory or chest in your new update? or the one currently on curse? I do not recall seeing that option. perhaps I have overlooked??
edit* I know how to get the bag to put items directly into itself and I can get the blocks to pull back out when the Hotbar gets depleted. just a tad confused about said keypress to pull ammo without having to open the bag.
edit2** I have found the button I did overlook it, for the button to function I have to have an inventory open. was hoping for just the button press without having to open anything but it should be fine. I'm making a zombie apocalypse pack and when in a pinch of ammo needed going into the inventory can be deadly. if there isn't an easy way for me to get it to work out of inventory it should be alright. if you know of a workaround I would appreciate any help. also thank you greatly for your time and help so far.
I've seemed to notice a bit of a bug when opening backpacks by right clicking them inside the player inventory: it seems the upper player inventory(armor, crafting grid) is still there, just hidden, cause for example with mouse tweaks if I scroll where the armor slots might be, I get the armor instead of what's in the backpack, and that also leads to inventory tweaks player button showing in the gui and the no more recipe conflict button also showing up.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/25/2013
Posts:
54
Member Details
Mr Brad16840,
I've loved and lived by your Backpacks! mod, 3.8.5 for a number of -years- in the same world with my boyfriend now.
I've enjoyed, and experienced some of the bugs. and found a sort of happy median place with your packs.
I use Advanced Inventory mod, which gives an extra 9 slots times 6 clusters of extra Non-active inventory slots,
these spaces are accessed when you open the player inventory with alternate key sequence then normal.
to elaborate, In this Sense, Non-Active slots would mean highlighting items in said slots, does not show the tool tips of the items. and those items do not run scripts, collect inventory through nesting or otherwise operate in any way.
it's a good way freeze/isolate magical effects/curses from items and artifacts,
such as wings (powered flight), or chest-transport tools (which make you mining fatigued and slow)
with regard to Advanced Inventory mod, I rather hate the layout of these 6 clusters of 9 additional slots each. but they help me carry, and 'shush' complex scripted auto collecting bags and so on till im ready to properly observe/permit their use..
I however am writing today, to beg, and, plead, for a way to increase a Backpacks! storage beyond the 8x9, to have it compete with other mods that can store often a lot more per bag. I am asking this, because my Boyfriend, who pops in and plays a whole lot less then i do, often relies on Gamemode Creative to get things done. where as i, play constantly, and have amassed enough equipment tools knowledge, and resources, to desperately, require changing to other mods that i feel are inferior to yours. but those mods provide more then 8x9 slots of storage in their packs/bags/storage. I don't like them nearly as much. And i would really really prefer to simply have the option (even if its super hard in survival to acquire.) to expand my backpacks! further then 8x9. My reds tone tools backpack for example i have in 2 parts because it does not all fit into one.
I am an effective packrat. but it saddens me that the focus of more storage, is outpaced by other mods of lesser quality to yours. can you please consider increasing storage to match some of the larger sizes predominantly on the net? Pretty please? or indicate which files i can edit for my server and clients to facilitate larger packs for my family in particular? Pretty Pleeeease?
Wait what? This has been a feature of Backpacks! since when I started using it a year ago. If you want the backpacks to be bigger, well, I start their sizes at 6x9 and allow them in my pack to go up to 9X18, making sure that at every upgrade point they increase 9 slots. And because of this and their nesting abilities, they absolutely SHRED any other storage solution in my pack.
Go into configs and change them how you like! There's lots of options, including not using incremental upgrades so you could potentially skip all the prior upgrades if you want it set up that way, or enforcing incremental upgrades if that would be too much. You can even require different upgrades at each upgrde point instead of the standard pouch upgrade. My settings give them 12 total upgrade points which is quite a leather check honestly.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/25/2013
Posts:
54
Member Details
as I've been playing the same world for a year, i think the leather check is okay as we have some 24,000 in storage. and triple that in string the extra work to go unit by unit will be fine too, and i have the whole rainbow of bags. just wish each bag had like 3 distinguishing colors. so the blue black green bag would be visually different from the blue black yellow bag. and thus be observable from inside the non-active slots offered by advanced-inventory.
but thank you for the info on the config ill look into that now, and reply here on my findings.
reading..
in the section # Defines what item is required to add another pouch to a backpack that already has X pouches.
S:"Backpack upgrades" <
it lists a single item, i guess there is no way to have it do 2 items or 3 in upgrade requests?
such as
emerald and a backpacks16840:backpack_pouch
diamond and a backpacks16840:backpack_pouch
netherstar and a backpacks16840:backpack_pouch
DragonEgg and a backpacks16840:backpack_pouch
?
because it's a single click item it consumes to change.
upgrade 11 Enchanted Golden Apple___ gets you to 14w 14h
upgrade 12 Sea Lantern___ gets you to 15w 14h
upgrade 13 End Crystal___ gets you to 16w 15h
upgrade 14 Beacon ___ gets you to 17w 15h
upgrade 15 DragonEgg ___ gets you to 18w 16h
does this seem like a progressively harder upgrade tree with sufficient returns??
as the upgrades improve, its sometimes opening both ↔ and ↕ at the same time which is not quite intuitive, but the growth is both staggered, and requires bigger leaps in questing and knowledge. I'd have to put signs or find'able books up about additional levels though for my BF and friends to figure out the growth tree.
what are your thoughts?
I've not run tests yet, but i can imagine GUI interface elements will get a little... clipped, at some of the large-versions of the pack gui. so i picked a wider rather then taller scheme. though its not much wider really. just 2 blocks.
if the screen will fit it. again what do you think?
EDIT: post is a bit old now but i made a few little changes here and there, so i thought I'd include the current state of my backpacks16840.cfg file just in case anyone wants to see my end results. NOTE: i used [[[[B:"Use strict upgrade tiers"=true]]]] to prevent higher end items from getting or being, reusable per pack.
# Configuration file# Configuration file
general { # Allow backpacks to automatically collect items as you pick them up or to replace items as they break. B:"Allow auto-collect & auto-resupply"=true
# Allow personal backpacks to be created and opened with the chat command /backpack. B:"Allow backpack command"=false
# Allow backpacks to be placed inside of other backpacks for maximal space efficiency and item organization. B:"Allow backpack nesting"=true
# Allow backpack restorers to be used to restore lost backpacks or to create extra copies to share with friends. B:"Allow backpack restorers"=true
# Holding down the sneak key allows backpacks to be placed on the sides blocks. Set this to false to disable this feature. B:"Allow backpacks to be placed on blocks"=true
# Allow the portable crafting interface to be opened by right-clicking on any crafting table within your inventory. B:"Allow portable crafting interface"=true
# Defines how many rows of storage a backpack with X pouches will have. I:"Backpack heights" < 3 4 5 6 7 8 9 10 11 12 13 14 14 15 15 16 >
# Defines what item is required to add another pouch to a backpack that already has X pouches. S:"Backpack upgrades" < backpacks16840:backpack_pouch backpacks16840:backpack_pouch backpacks16840:backpack_pouch backpacks16840:backpack_pouch backpacks16840:backpack_pouch minecraft:cauldron minecraft:anvil minecraft:emerald_block minecraft:diamond_block minecraft:skull:1 minecraft:golden_apple:1 minecraft:sea_lantern minecraft:end_crystal minecraft:beacon minecraft:dragon_egg >
# Defines how many columns of storage a backpack with X pouches will have. I:"Backpack widths" < 9 9 9 9 9 9 10 10 12 12 14 14 16 16 18 20 >
# When a player has a backpack on their hotbar it will be rendered on their back. Set this to true to disable this feature. B:"Disable backpack renderer"=false
# When you open a vanilla chest or crafting table with a backpack in your hand it will open a backpack-friendly version of the vanilla UI. Set this to true to disable this feature. B:"Disable backpack-friendly vanilla UIs"=false
# Set this to true to prevent new quantum chests being placed in the world (existing chests won't be affected). B:"Disable creation of quantum chests"=false
# Placed backpacks show their name tags when you look at them. Set this to true to disable this feature. B:"Disable name tags for placed backpacks"=false
# Set this to true to disable the animated texture used by the 3D quantum backpack model. B:"Disable quantum backpack texture animation"=false
# Quantum chests can only be destroyed by players with permission to do so. Set this to true to allow all players to destroy quantum chests. B:"Disable quantum chest permission lock"=false
# Backpacks contains an in-game recipe editor available to opped players by pressing CTRL+R from the backpack UI. Set this to true to disable the recipe editor. B:"Disable recipe editor"=false
# When you use an ender eye on a placed backpack you will get a quantum copy of that backpack. Set this to false to disable this feature. B:"Ender eyes can duplicate backpacks"=true
# Set this to true if you want to force the size of existing backpacks to match a size defined by Backpack widths & Backpack heights. B:"Enforce backpack sizes"=false
# Set this to true if you want to prevent non-opped players from being able to configure what items their backpacks should collect and resupply. B:"Limit collect/resupply to opped players"=false
# When this is true pressing the inventory key while you have a backpack in your hand will open the backpack. B:"Open backpack with inventory key"=true
# When you open a backpack with right-click it will open in the same inventory section unless you're holding down shift. Set this to false to reverse this behaviour. B:"Open backpacks in same section"=true
# Defines which item can be used to duplicate placed backpacks S:"Placed backpack duplicator"=minecraft:ender_eye
# Set this to true if you want to prevent users from creating multiple backpacks (all new backpacks they open will become copies of their bound backpack). B:"Restrict backpack creation"=false
# When this is true the 'open first backpack in inventory' key will open the last backpack in your inventory. B:"Reverse search for first backpack"=false
# Each backpack is assigned a unique identifier when it is first opened. Set this to true if you'd like to see these uuids in a backpack's tooltip. B:"Show backpack uuids"=false
# Several features in Backpacks! are exclusive to opped players. When this is true these features will also be allowed in single player. B:"Treat single player as being opped"=true
# Defines how often (in ticks) the backpack renderer should update. Setting this to 0 will turn off backpack renderer updates. I:"Update frequency for backpack renderer"=7
# Set this to true if you want to prevent higher-tier upgrades from being used in place of lower-tier upgrades. B:"Use strict upgrade tiers"=true}
So here's the issue. I don't know if you can tag an upgrade item with NBT data. Potions are determined by their NBT tags, not by metadata. So all splash potions are designated by "minecraft:splash_potion" and what kind of potion it is is contained in the NBT tag Potion. I think Brad's gonna have to answer whether (or how) to enter in a specific splash potion.
So here's the issue. I don't know if you can tag an upgrade item with NBT data. Potions are determined by their NBT tags, not by metadata. So all splash potions are designated by "minecraft:splash_potion" and what kind of potion it is is contained in the NBT tag Potion. I think Brad's gonna have to answer whether (or how) to enter in a specific splash potion.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/25/2013
Posts:
54
Member Details
EEEE! Squeal! ⋆hop bounce twirl dance!⋆ EEE! thank you for updating this beloved mod! thank you thank you thank you! i downloaded it and installed it on our server, and both pc's we connect to it with right away! ⋆>u<⋆ Squeak! I utterly cant play minecraft without this mod as part of my every day life! its so useful, and deeply desired! it helps my BF and i play more closely together exploring the world!
Every day feels like a day in the netflix show "Hilda" (by Luke Pearson) and being able to share things with my mate, through your mod brings us a backpack full of joy! ⋆^-^⋆
The Meaning of Life, the Universe, and Everything.
Join Date:
1/25/2013
Posts:
54
Member Details
A:
Brad, will you consider a new look for the backpacks?
so one can color the flap, or top and bottom differently?
I've definitely already used all 16 colors..
B:
Also would you consider a option AutoCollect By-Mod option?
Right now i see by Meta, and by NBT, but no option to say, just auto collect all of "Blood Magic" items, "Relequary", "Botania" or "Thaumcraft" items. to name a few. Im aware that keeping at least one of an item in the bag lets it continue to funnel said items in with the right settings. And also that you can select 'all of a meta data range' but this falls short of intended use, to just keep each mods items filling a particular bag. Im often stuck by needing to have one of said items in there already to collect similar. ~if this functionality is already in there, my apologies for being a bit too naive to locate it.
Being able to pipe items into/out of nested backpacks is less convenient than having a backpack that won't rearrange itself when you place it, so I've updated the 'nested piping' behaviour to be off by default (it can be toggled on/off by pressing the 'Pause/Resume Auto-Collector' key while holding down shift).
I've also added a 'Configure sortable slots' key to allow specific slots to be excluded when sorting a backpack, and have updated auto-resupply to only resupply items with mismatched metadata when explicitly configured to do so.
Since I got fed up with accidentally dyeing my backpacks blue and black when trying to take half a stack of lapis/ink, backpacks will now only change color when right-clicking on a single piece of dye.
And because somebody asked for it a few months ago, there is now a config option to change what item duplicates placed backpacks.
I'll release the update on CurseForge after I've had more time to test it, in the meantime it can be found here.
Shoot, one more thing if I could ask for it- the ability to use ore dictionary dyes instead of having to use vanilla dyes?
Done.
I've updated the link.
Feature Suggestion:
A hotkey to cycle between backpacks in your inventory.
Hello, I was wondering if there was a way to get ammo to restock. an example would be the last arrow got shot from the bow would then be replaced with a stack or "what's left for arrows" from the backpack.
I also have a gun mod this feature would be very nice to have implemented. thank you greatly for your time.
Minecraft ver. 1.12.2
Backpacks can restock items when they break, but unfortunately running out of arrows doesn't trigger the 'player broke an item' event, so there's no nice way to notice when a player runs out of ammo.
If you configure your backpack to 'stock' ammo it will make sure you have ammo each time you press the 'Auto-Collect from Inventory or Chest' key, so you could press that key when you run out of ammo.
is the auto-collect from inventory or chest in your new update? or the one currently on curse? I do not recall seeing that option. perhaps I have overlooked??
edit* I know how to get the bag to put items directly into itself and I can get the blocks to pull back out when the Hotbar gets depleted. just a tad confused about said keypress to pull ammo without having to open the bag.
edit2** I have found the button I did overlook it, for the button to function I have to have an inventory open. was hoping for just the button press without having to open anything but it should be fine. I'm making a zombie apocalypse pack and when in a pinch of ammo needed going into the inventory can be deadly. if there isn't an easy way for me to get it to work out of inventory it should be alright. if you know of a workaround I would appreciate any help. also thank you greatly for your time and help so far.
I've seemed to notice a bit of a bug when opening backpacks by right clicking them inside the player inventory: it seems the upper player inventory(armor, crafting grid) is still there, just hidden, cause for example with mouse tweaks if I scroll where the armor slots might be, I get the armor instead of what's in the backpack, and that also leads to inventory tweaks player button showing in the gui and the no more recipe conflict button also showing up.
https://imgur.com/a/5rRk9uJ
いや、いいモッドなんだけどね? 正直もう少しいいデザインはなかったのだろうか…
Mr Brad16840,
I've loved and lived by your Backpacks! mod, 3.8.5 for a number of -years- in the same world with my boyfriend now.
I've enjoyed, and experienced some of the bugs. and found a sort of happy median place with your packs.
I use Advanced Inventory mod, which gives an extra 9 slots times 6 clusters of extra Non-active inventory slots,
these spaces are accessed when you open the player inventory with alternate key sequence then normal.
to elaborate, In this Sense, Non-Active slots would mean highlighting items in said slots, does not show the tool tips of the items. and those items do not run scripts, collect inventory through nesting or otherwise operate in any way.
it's a good way freeze/isolate magical effects/curses from items and artifacts,
such as wings (powered flight), or chest-transport tools (which make you mining fatigued and slow)
with regard to Advanced Inventory mod, I rather hate the layout of these 6 clusters of 9 additional slots each. but they help me carry, and 'shush' complex scripted auto collecting bags and so on till im ready to properly observe/permit their use..
I however am writing today, to beg, and, plead, for a way to increase a Backpacks! storage beyond the 8x9, to have it compete with other mods that can store often a lot more per bag. I am asking this, because my Boyfriend, who pops in and plays a whole lot less then i do, often relies on Gamemode Creative to get things done. where as i, play constantly, and have amassed enough equipment tools knowledge, and resources, to desperately, require changing to other mods that i feel are inferior to yours. but those mods provide more then 8x9 slots of storage in their packs/bags/storage. I don't like them nearly as much. And i would really really prefer to simply have the option (even if its super hard in survival to acquire.) to expand my backpacks! further then 8x9. My reds tone tools backpack for example i have in 2 parts because it does not all fit into one.
I am an effective packrat. but it saddens me that the focus of more storage, is outpaced by other mods of lesser quality to yours. can you please consider increasing storage to match some of the larger sizes predominantly on the net? Pretty please? or indicate which files i can edit for my server and clients to facilitate larger packs for my family in particular? Pretty Pleeeease?
Wait what? This has been a feature of Backpacks! since when I started using it a year ago. If you want the backpacks to be bigger, well, I start their sizes at 6x9 and allow them in my pack to go up to 9X18, making sure that at every upgrade point they increase 9 slots. And because of this and their nesting abilities, they absolutely SHRED any other storage solution in my pack.
Go into configs and change them how you like! There's lots of options, including not using incremental upgrades so you could potentially skip all the prior upgrades if you want it set up that way, or enforcing incremental upgrades if that would be too much. You can even require different upgrades at each upgrde point instead of the standard pouch upgrade. My settings give them 12 total upgrade points which is quite a leather check honestly.
as I've been playing the same world for a year, i think the leather check is okay as we have some 24,000 in storage. and triple that in string the extra work to go unit by unit will be fine too, and i have the whole rainbow of bags. just wish each bag had like 3 distinguishing colors. so the blue black green bag would be visually different from the blue black yellow bag. and thus be observable from inside the non-active slots offered by advanced-inventory.
but thank you for the info on the config ill look into that now, and reply here on my findings.
reading..
in the section # Defines what item is required to add another pouch to a backpack that already has X pouches.
S:"Backpack upgrades" <
it lists a single item, i guess there is no way to have it do 2 items or 3 in upgrade requests?
such as
emerald and a backpacks16840:backpack_pouch
diamond and a backpacks16840:backpack_pouch
netherstar and a backpacks16840:backpack_pouch
DragonEgg and a backpacks16840:backpack_pouch
?
because it's a single click item it consumes to change.
im thinking a progression like
(the initial 6 groupings as per normal, because my current backpacks would oopsie-smaller otherwise >.<
_ indicates where my progression begins)
WxH
9x3: initial
9x4: Upgrade 1 backpacks16840:backpack_pouch
9x5: Upgrade 2 backpacks16840:backpack_pouch
9x6: Upgrade 3 backpacks16840:backpack_pouch
9x7: Upgrade 4 backpacks16840:backpack_pouch
9x8: Upgrade 5 backpacks16840:backpack_pouch
9x9: upgrade 6 minecraft:cauldron ___Cauldron
10x10: upgrade 7 minecraft:anvil ___Anvil
11x11: upgrade 8 minecraft:emerald_block ___Block of Emerald
12x12: upgrade 9 minecraft:diamond_block ___Block of Diamond
13x13: upgrade 10 minecraft:skull:1 ___Wither skull
14x14: upgrade 11 minecraft:golden_apple:1 ___EnchantedAppleYouHaveToFind&CantMake
15x14: upgrade 12 minecraft:sea_lantern ___Sea Lantern from Temple drops
16x15: upgrade 13 minecraft.end_crystal ___EnderEye&GhastTear crafting.
17x15: upgrade 14 minecraft:beacon ___nether star from wither-boss crafting.
18x16: upgrade 15 minecraft:dragon_egg ___AnEndGameCosmetic
so in other words:
upgrade 6 Cauldron ___ gets you to 9w 9h
upgrade 7 Anvil ___ gets you to 10w 10h
upgrade 8 Block of Emerald___11w 11h
upgrade 9 Block of Diamond___12w 12h
upgrade 10 Wither Skull ___ gets you to 13w 13h
upgrade 11 Enchanted Golden Apple___ gets you to 14w 14h
upgrade 12 Sea Lantern___ gets you to 15w 14h
upgrade 13 End Crystal___ gets you to 16w 15h
upgrade 14 Beacon ___ gets you to 17w 15h
upgrade 15 DragonEgg ___ gets you to 18w 16h
does this seem like a progressively harder upgrade tree with sufficient returns??
as the upgrades improve, its sometimes opening both ↔ and ↕ at the same time which is not quite intuitive, but the growth is both staggered, and requires bigger leaps in questing and knowledge. I'd have to put signs or find'able books up about additional levels though for my BF and friends to figure out the growth tree.
what are your thoughts?
I've not run tests yet, but i can imagine GUI interface elements will get a little... clipped, at some of the large-versions of the pack gui. so i picked a wider rather then taller scheme. though its not much wider really. just 2 blocks.
though im considering changing
to
if the screen will fit it. again what do you think?
EDIT: post is a bit old now but i made a few little changes here and there, so i thought I'd include the current state of my backpacks16840.cfg file just in case anyone wants to see my end results. NOTE: i used [[[[B:"Use strict upgrade tiers"=true]]]] to prevent higher end items from getting or being, reusable per pack.
can i get any help trying to asing one of the potion bottle types to the upgrade list please?
minecraft:splash_potion??regeneration_ii????
i cant figure out how to syntax the splash potion of regeneration 2 as an upgrade level. Please help.
So here's the issue. I don't know if you can tag an upgrade item with NBT data. Potions are determined by their NBT tags, not by metadata. So all splash potions are designated by "minecraft:splash_potion" and what kind of potion it is is contained in the NBT tag Potion. I think Brad's gonna have to answer whether (or how) to enter in a specific splash potion.
Well ty for weighing in on the topic at least. it gives at least a little guidance on why its been difficult for me to figure out.
I really hope Brad gets back to us on the topic.
The current version doesn't support specifying NBT tags but I've added support for NBT tags to version 3.5.12.
The syntax for an exact match would be
An exact match will fail if the item has any other NBT data (like a custom name) so you can use '{...' to specify a non-exact match
If you need need to match more than one search term you can separate the search terms by ' ... '
You can download 3.5.12 here.
EEEE! Squeal! ⋆hop bounce twirl dance!⋆ EEE! thank you for updating this beloved mod! thank you thank you thank you! i downloaded it and installed it on our server, and both pc's we connect to it with right away! ⋆>u<⋆ Squeak! I utterly cant play minecraft without this mod as part of my every day life! its so useful, and deeply desired! it helps my BF and i play more closely together exploring the world!
Every day feels like a day in the netflix show "Hilda" (by Luke Pearson) and being able to share things with my mate, through your mod brings us a backpack full of joy! ⋆^-^⋆
Thank you!
I can't help but notice you still link to 3.5.8 on both the first page and on your CurseForge page. Aren't those horribly out of date now?
I've uploaded 3.5.12 to CurseForge and have updated the links.
A:
Brad, will you consider a new look for the backpacks?
so one can color the flap, or top and bottom differently?
I've definitely already used all 16 colors..
B:
Also would you consider a option AutoCollect By-Mod option?
Right now i see by Meta, and by NBT, but no option to say, just auto collect all of "Blood Magic" items, "Relequary", "Botania" or "Thaumcraft" items. to name a few. Im aware that keeping at least one of an item in the bag lets it continue to funnel said items in with the right settings. And also that you can select 'all of a meta data range' but this falls short of intended use, to just keep each mods items filling a particular bag. Im often stuck by needing to have one of said items in there already to collect similar. ~if this functionality is already in there, my apologies for being a bit too naive to locate it.