Corv's Reforged Interface aims to keep you in the action by eliminating the need to ever access your inventory screen again (though that goal is still a bit in the future!). For the first release, CRI adds three extra action bars, corresponding to your inventory, that allow you to select any item without the need to shuffle your items around.
For this first release, I'm seeking feedback on better control schemes. Currently, in addition to scrolling through the full set of buttons, as normal, 1-9 will select the corresponding button on their row, while tilde ( ~ ) and 0 will move the selection up or down one row. A previous concept, using the Shift, Ctrl, and Alt modifiers, was discarded due to conflicts with the original keybindings, as well as the need for monkey hands to reach combinations such as Ctrl-9. Any and all suggestions are welcome.
Current Features:
- Current Compatibility: b1.2_02
- Three extra action bars, accessible by scrolling, or by using tilde ( ~ ) and 0 to move up or down rows.
- Scales the UI to 70% of normal to compensate for loss of screen space.
Planned Features:
- Expose the UI scale and number of bars values via the Controls menu.
- Hotkey crafting, smelting, and armor slots.
- Allow access to any Furnace or Crafting Table within range of the player without the need to open its menu.
Installation:
- Download and extract, or open in WinRAR.
- Open your .minecraft/bin/minecraft.jar file in WinRAR.
- Copy gl.class, lw.class, and pe.class into the root folder of the jar.
- Delete the META-INF folder inside the jar.
- Copy net/mineraft/client/Minecraft.class to the corresponding folder within the jar.
- Run Minecraft as usual.
While I appreciate the compliments, what I really crave is feedback - while it's possible to learn any control scheme, if you have an idea for better navigation of the bars, let me know!
Sorry, I rarely install mods (or play minecraft much these days at all). But I can give some feedback on what I have read.
How about use the - + keys or q and e keys to move between the bars and have them rotate to the active bar accordingly. Also you know how pushing down the center wheel on a mouse usually has a button? Try using that button to also change between the bars, this would allow you able to use only the mouse to select ANY item in your inventory, which I think would be really handy.
So only thing so far. This mod breaks Single Player Commands as it overwrites Minecraft.class in the net folder. Any way of maybe getting around that?
Otherwise I still really enjoy this mod.
I'd always wished for this to be in the game, but not at the sacrifice of a couple other mods that use the same class files unfortunately.
I am considering approaches that would alleviate this concern, but such a fix won't be immediately forthcoming, and might, to some extent, lie beyond my abilities.
@a11111: That's a decent idea, but would make the upper rows more difficult to access. I'll consider it, however, and see if I can push such a build out among my beta test group.
Great mod, but I have a suggestion, I don't know if it can be done though ;p.
Seeming as you use the UI re-scaler like I do, is there any way for the bars to be on the sides of the main one, instead of on top?
Eg: Your Way
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------
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My Way
----- ----- ----- -----
Pretty sure this is hard to do and will take some time, but its just my suggestion as I don't like how the bars are clogging up the screen at the bottom, i'd rather have them lined up ;p.
It's not that I use "the UI re-scaler", I wrote my own in =) I admit it currently lacks customizability, but that's very high on the to-do list. Ideally, I'll eventually have a configuration mode where you can scale and reposition the bars to your liking - something akin to Bartender, or any other World of Warcraft action bar mod, if you're familiar with those.
So only thing so far. This mod breaks Single Player Commands as it overwrites Minecraft.class in the net folder. Any way of maybe getting around that?
Otherwise I still really enjoy this mod.
Update your SPC
Single player commands thread:
...
...
Also! Minecraft.class no longer needs to be modded by this mod, this now makes it compatible with SDK's and Xau's mods without compatibility patches.
First off, this mod is great.
But OP/creator, I want to point something out to you. Your mod is just screaming that it should work with SDK's Guns and More mods (link in my signature). However they currently don't, and I suspect it's the fact that they both change the gl.class file. So this mod disables the other mods' sniper rifle zoom, parachute, scuba tank, and NVGs. It'd be amazing if all three mods (Extra Action Bars, SDK's Gun Mod, SDK's Utility Mod) could work together
Admittedly the extra action bars are sort of good for a "mode switch" style of gameplay with 1 bar per style (mining, building, fighting/hunting... exploring?). When used with the SDK Guns mod, it makes it easy to add a lot of an FPS-style elements into the game - an ammo counter and gun list. But it's also still Minecraft.
Do you think I could just... rename a few files so that nothing's overwriting anything? I'm sorry, I have little to no experience in programming. Do you perhaps have another version/older stable version of this mod that alters different class files or are those the only ones that will work for this mod?
If I came off as cocky/demanding/arrogant/any combination of the three, I sincerely apologize. I get how rude it would be to just ask to rewrite a stranger's hard work out of the blue.
Ok that all came out as demanding and cocky. I'm sorry.
As for helpful feedback on control schemes you asked for: How about binding the "bar up/down" keys to be X (down) and C (up?) They're separate so switching is quick, not used by default, and very close to the default movement keys.
I do want to avoid as many conflicts as possible, and that's going to be one of my focuses once I get a bit more functionality done. In the meantime, I'm afraid I'll have to ask you to choose; I'm afraid that renaming would not work, unfortunately. It's a tad bit more complex that than. As for X and C for bar controls, I'll consider it, but I had them slated for defaults for one of the yet-to-be-completed components. Once I have everything in place, it'll be much easier to do full usability tests.
Timeline-wise, I think my next goal is to get some controls into users' hands under the base UI's Controls menu. My next target will probably be conflict resolution, followed by crafting, Crafting Tables, and Furnaces.
I do want to avoid as many conflicts as possible, and that's going to be one of my focuses once I get a bit more functionality done. In the meantime, I'm afraid I'll have to ask you to choose; I'm afraid that renaming would not work, unfortunately. It's a tad bit more complex that than. As for X and C for bar controls, I'll consider it, but I had them slated for defaults for one of the yet-to-be-completed components. Once I have everything in place, it'll be much easier to do full usability tests.
Timeline-wise, I think my next goal is to get some controls into users' hands under the base UI's Controls menu. My next target will probably be conflict resolution, followed by crafting, Crafting Tables, and Furnaces.
I knew simple renaming wouldn't work, somewhere in the back of my mind. Good thing I waited for confirmation from someone who knows what they're doing.
Godspeed, I've got this thread on bookmark. But... crafting, crafting tables, and furnaces? You're going to make a mod for those? Sounds interesting.
cool idea ... you could probably do the rendering of the new bars from a modloader mod. just a thought. join #risucraft on esper, we should be able to help you convert it. also, a design that allows for use in smp would be nice - for instance, change so that the hotbar the server thinks you have is really a history; every time you change tool, it pops one from the end and pushes the new one.
Rollback Post to RevisionRollBack
Link Removed
Stupidity on the rise with a 40% chance of shitstorms.
I was doing a bit of reading about ModLoader earlier, and I'll probably hop into chat sometime in the next few days and see if it'll offer the control I want. As for SMP support... as far as I knew, it works perfectly fine in SMP, so I'm not sure what you're talking about there.
For this first release, I'm seeking feedback on better control schemes. Currently, in addition to scrolling through the full set of buttons, as normal, 1-9 will select the corresponding button on their row, while tilde ( ~ ) and 0 will move the selection up or down one row. A previous concept, using the Shift, Ctrl, and Alt modifiers, was discarded due to conflicts with the original keybindings, as well as the need for monkey hands to reach combinations such as Ctrl-9. Any and all suggestions are welcome.
Current Features:
- Current Compatibility: b1.2_02
- Three extra action bars, accessible by scrolling, or by using tilde ( ~ ) and 0 to move up or down rows.
- Scales the UI to 70% of normal to compensate for loss of screen space.
Planned Features:
- Expose the UI scale and number of bars values via the Controls menu.
- Hotkey crafting, smelting, and armor slots.
- Allow access to any Furnace or Crafting Table within range of the player without the need to open its menu.
Installation:
- Download and extract, or open in WinRAR.
- Open your .minecraft/bin/minecraft.jar file in WinRAR.
- Copy gl.class, lw.class, and pe.class into the root folder of the jar.
- Delete the META-INF folder inside the jar.
- Copy net/mineraft/client/Minecraft.class to the corresponding folder within the jar.
- Run Minecraft as usual.
Download:
Mediafire
(10/5/15) If you want to have a laugh, go look at some of my posts from back in ~2010 ( i was 10/11 what can i say)
(02/12/21) cannot believe i still play this game
One internet for you
How about use the - + keys or q and e keys to move between the bars and have them rotate to the active bar accordingly. Also you know how pushing down the center wheel on a mouse usually has a button? Try using that button to also change between the bars, this would allow you able to use only the mouse to select ANY item in your inventory, which I think would be really handy.
Otherwise I still really enjoy this mod.
I am considering approaches that would alleviate this concern, but such a fix won't be immediately forthcoming, and might, to some extent, lie beyond my abilities.
@a11111: That's a decent idea, but would make the upper rows more difficult to access. I'll consider it, however, and see if I can push such a build out among my beta test group.
The bars wouldn't fit on some screens like mine.
Update your SPC
But OP/creator, I want to point something out to you. Your mod is just screaming that it should work with SDK's Guns and More mods (link in my signature). However they currently don't, and I suspect it's the fact that they both change the gl.class file. So this mod disables the other mods' sniper rifle zoom, parachute, scuba tank, and NVGs. It'd be amazing if all three mods (Extra Action Bars, SDK's Gun Mod, SDK's Utility Mod) could work together
Admittedly the extra action bars are sort of good for a "mode switch" style of gameplay with 1 bar per style (mining, building, fighting/hunting... exploring?). When used with the SDK Guns mod, it makes it easy to add a lot of an FPS-style elements into the game - an ammo counter and gun list. But it's also still Minecraft.
Do you think I could just... rename a few files so that nothing's overwriting anything? I'm sorry, I have little to no experience in programming. Do you perhaps have another version/older stable version of this mod that alters different class files or are those the only ones that will work for this mod?
If I came off as cocky/demanding/arrogant/any combination of the three, I sincerely apologize. I get how rude it would be to just ask to rewrite a stranger's hard work out of the blue.
Ok that all came out as demanding and cocky. I'm sorry.
As for helpful feedback on control schemes you asked for: How about binding the "bar up/down" keys to be X (down) and C (up?) They're separate so switching is quick, not used by default, and very close to the default movement keys.
Timeline-wise, I think my next goal is to get some controls into users' hands under the base UI's Controls menu. My next target will probably be conflict resolution, followed by crafting, Crafting Tables, and Furnaces.
I knew simple renaming wouldn't work, somewhere in the back of my mind. Good thing I waited for confirmation from someone who knows what they're doing.
Godspeed, I've got this thread on bookmark. But... crafting, crafting tables, and furnaces? You're going to make a mod for those? Sounds interesting.
Stupidity on the rise with a 40% chance of shitstorms.