On the restocking concept: I agree with you that it should ideally refill when you lose an item rather than when you pick one up. However, I wanted this mod to be nice and lightweight; I wanted to avoid it doing something every tick if possible (which is what I would have to do if I wanted to resupply upon a loss, as Forge does not have an onItemStackReduced method or something similar). In the longer term I do want to address this issue, as I agree that my current implementation isn't ideal, but I am putting it off as it will take me some time to figure out and I have other additions to this mod that I feel are more important. I will implement a fuzzy restocking upgrade, that should be simple enough. <- I only realized this after coding it, but a fuzzy restocking upgrade is pointless, since items only stack if they are the same (i.e. same damage value).
On the ticking upgrade: Same issue as the restocking upgrade, but since this could be an optional upgrade it might be more feasible. It depends on how TiCon handles tick updates, but it is a good idea and if it is possible I will add it to my ToDo list.
A hotkey for isntantly opening a selected backpack would be great.. (like in the other backpacks mod)... You shouldn't have to put it in your quickbar, select it, right click it to open it.. That is just ackward.
I just realized I'm 1 version behind.. Just reading the changelog... With all due respect, I find the method of removing upgrades, very, very, very strange.
Thx for considering and/or listening to me
1) Currently working on a hotkey selection along with "equipping" the backpack by rendering it on the player (although it is going slow as my schoolwork has picked up).
2) I wanted to discourage removing upgrades, this makes it expensive to do so (as you have to craft the upgrade again to remove it), and it was easy to implement (internally), but I am open to other suggestions if you think of any.
3) No worries
Filter options are seriously bugged.. It keeps throwing every single block (incl. machine blocks) into the bag.. And I didn't specifify anything in the filters.
Can I get a more descriptive bug report? What version are you using? What is happening exactly? How do I replicate it? Because I am not getting issues.
And for future reference, post issues in the github issue tracker. Thanks.
Are you using Baubles for the equipping functionality? If you're pressed for time, using Baubles would probably make it a lot quicker to implement, although it would add a dependency, which might not be desirable.
Either way, I'm really looking forward to the equipping functionality because then I will have finally (after all these years!) found the perfect backpack mod.
Keep up the great work!
Thanks!
I want to do a custom implementation so that it takes up a 'back slot,' something that Baubles doesn't offer. Also, I want it to be standalone if possible, as you mentioned. It will take me a while to do, as I have to learn all about rendering/modeling (I know nothing about them) but I feel as if a longer wait and a better end product is worth it. If I can't figure it out though, I will fall back on adding baubles support
could you make an option for nestable backpacks to be able to carry ones of the same teir?
Also allowing for right clicking backpacks in inventories to open it so it need not be in your hotbar and so that you can easly use nested backpacks.
could you make an option for nestable backpacks to be able to carry ones of the same teir?
Also allowing for right clicking backpacks in inventories to open it so it need not be in your hotbar and so that you can easly use nested backpacks.
Thanks for reading.
1) Yeah I can make an advanced nesting upgrade that lets you put any backpack in the backpack.
2) This is a good idea, it may be difficult to implement internally though. I will do what I can
Ah yes, that is just a result of me not initializing the in-game config gui. I plan on completing that, but in the meantime that error message shouldn't be indicative of any problems.
The next update I am hoping to push out soon does re-balance the default recipes to be a tad less expensive. If you want to change it immediately you can alter the config recipes in your own instance
I will implement a fuzzy restocking upgrade, that should be simple enough.<- I only realized this after coding it, but a fuzzy restocking upgrade is pointless, since items only stack if they are the same (i.e. same damage value).On the ticking upgrade: Same issue as the restocking upgrade, but since this could be an optional upgrade it might be more feasible. It depends on how TiCon handles tick updates, but it is a good idea and if it is possible I will add it to my ToDo list.
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1) Currently working on a hotkey selection along with "equipping" the backpack by rendering it on the player (although it is going slow as my schoolwork has picked up).
2) I wanted to discourage removing upgrades, this makes it expensive to do so (as you have to craft the upgrade again to remove it), and it was easy to implement (internally), but I am open to other suggestions if you think of any.
3) No worries
Thanks, it looks great! Unfortunately I don't speak (Italian?) so I can't comment on the specifics.
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Can I get a more descriptive bug report? What version are you using? What is happening exactly? How do I replicate it? Because I am not getting issues.
And for future reference, post issues in the github issue tracker. Thanks.
Check out my mod!
Thanks!
I want to do a custom implementation so that it takes up a 'back slot,' something that Baubles doesn't offer. Also, I want it to be standalone if possible, as you mentioned. It will take me a while to do, as I have to learn all about rendering/modeling (I know nothing about them) but I feel as if a longer wait and a better end product is worth it. If I can't figure it out though, I will fall back on adding baubles support
Check out my mod!
Also allowing for right clicking backpacks in inventories to open it so it need not be in your hotbar and so that you can easly use nested backpacks.
Thanks for reading.
1) Yeah I can make an advanced nesting upgrade that lets you put any backpack in the backpack.
2) This is a good idea, it may be difficult to implement internally though. I will do what I can
Check out my mod!
Thanks for the review, I like it! I will add it to the OP soon.
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Haha, thanks! Glad you liked it.
Thanks!
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this mod is EPIC!!!! mind if you make them a little less expensive?
Thanks!
The next update I am hoping to push out soon does re-balance the default recipes to be a tad less expensive. If you want to change it immediately you can alter the config recipes in your own instance
Check out my mod!
1.0.2 Released, OP updated. Enjoy!
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1.0.3 out, just a few small changes, as the next update will take longer (it is more ambitious in terms of features planned).
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I love this mod.
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I make modpacks, and am an Esteemed Innovator.
Than you! It's comments like yours that keep me going
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