Hey everyone! I am so proud to announce the release of InventoryPlus v1.0 for MCPE, this mod has been in development since Spring 2016 and has been perfected and is ready to be used by the modding community for MCPE.
What is InventoryPlus?
InventoryPlus is native mod (BlockLauncher addon) for MCPE that adds extra screens to the Creative Inventory, allowing for more Creative Tabs added by other mods. Since the mod is a native mod, I made it work seamlessly within the current inventory system and coded it to work for as many tabs as you want to add. The whole design of this mod was made with ModPacks in mind, so I can't wait to see how this can be used by the community!
How does InventoryPlus work?
InventoryPlus at it's core works just like any other Native Mod: you download the .apk installer and it should load it into BlockLauncher. Launch BlockLauncher and it should be ready to go. However, InventoryPlus without other mods to use it won't be very exciting. If InventoryPlus does not detect other mods installed, the Creative Inventory will basically look normal except for grayed-out transition buttons. Once a mod is installed that uses InventoryPlus, the transition buttons will be activated and you can navigate to the creative tab screens.
How can I use InventoryPlus in my Mod?
Glad you asked! InventoryPlus is very easy to add to any mod, especially .modpkg ModPE mods and Native Addons. The original api I built only worked for Native Mods and involved library linking with other mods, but that turned out to be very unstable due to the way Native packages are loaded into BlockLauncher. But, I came up with an alternative api that can be used by any type of mod. All that you need to do is create a folder in the root of your mod workspace called "inventory_plus" (for native mods this should be inside of the "assets" folder). Inside of the inventory_plus folder, make a new .json file named however you like (though it might be better for you to name it after your mod like "my_mod_name.json"). In this .json file you can use the following format to make tabs and add items and blocks to them:
If I use this in my mod, what will happen if my mod users don't download this mod?
Once again, very glad you asked! So you might have noticed the "override_creative" thing from above. That is part of a system I designed to work around this very issue. So let's say you make a mod and you want your custom Items/Blocks to be added to the regular inventory if my mod is not loaded but you want those Items/Blocks in a custom tab and not in the regular inv if my mod is loaded. What you would do is go ahead and add your items to the regular creative inventory the normal way (IE Player.addItemCreativeInv() ) and then add the "override_creative": true to each of the items in your tabs.json file. What my mod will do is then search for those items in the regular inventory and remove them wherever it finds them. This may seem kind of backward, but it definitely accomplishes it's purpose.
JUST GIVE ME SOME SCREENSHOTS ALREADY!
Fine, fine, jeez I was just about to do that...
Here is the what the inventory looks like with some example tabs I added:
TAKE NOTE: THIS MOD IS COPYRIGHTED!! DO NOT TAKE THIS MOD AND POST IT ON ANOTHER WEBSITE WITHOUT MY APPROVAL! ESPECIALLY DO NOT PUT THIS ON A WEBSITE AND PUT YOUR OWN LINK TO THE MOD. IF YOU PUT A LINK, THE LINK MUST GO TO THIS FORUM PAGE! IF YOU MAKE A VIDEO, THE SAME RULES APPLY.
This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
Hey everyone! I am so proud to announce the release of InventoryPlus v1.0 for MCPE, this mod has been in development since Spring 2016 and has been perfected and is ready to be used by the modding community for MCPE.
What is InventoryPlus?
InventoryPlus is native mod (BlockLauncher addon) for MCPE that adds extra screens to the Creative Inventory, allowing for more Creative Tabs added by other mods. Since the mod is a native mod, I made it work seamlessly within the current inventory system and coded it to work for as many tabs as you want to add. The whole design of this mod was made with ModPacks in mind, so I can't wait to see how this can be used by the community!
How does InventoryPlus work?
InventoryPlus at it's core works just like any other Native Mod: you download the .apk installer and it should load it into BlockLauncher. Launch BlockLauncher and it should be ready to go. However, InventoryPlus without other mods to use it won't be very exciting. If InventoryPlus does not detect other mods installed, the Creative Inventory will basically look normal except for grayed-out transition buttons. Once a mod is installed that uses InventoryPlus, the transition buttons will be activated and you can navigate to the creative tab screens.
How can I use InventoryPlus in my Mod?
Glad you asked! InventoryPlus is very easy to add to any mod, especially .modpkg ModPE mods and Native Addons. The original api I built only worked for Native Mods and involved library linking with other mods, but that turned out to be very unstable due to the way Native packages are loaded into BlockLauncher. But, I came up with an alternative api that can be used by any type of mod. All that you need to do is create a folder in the root of your mod workspace called "inventory_plus" (for native mods this should be inside of the "assets" folder). Inside of the inventory_plus folder, make a new .json file named however you like (though it might be better for you to name it after your mod like "my_mod_name.json"). In this .json file you can use the following format to make tabs and add items and blocks to them:
If I use this in my mod, what will happen if my mod users don't download this mod?
Once again, very glad you asked! So you might have noticed the "override_creative" thing from above. That is part of a system I designed to work around this very issue. So let's say you make a mod and you want your custom Items/Blocks to be added to the regular inventory if my mod is not loaded but you want those Items/Blocks in a custom tab and not in the regular inv if my mod is loaded. What you would do is go ahead and add your items to the regular creative inventory the normal way (IE Player.addItemCreativeInv() ) and then add the "override_creative": true to each of the items in your tabs.json file. What my mod will do is then search for those items in the regular inventory and remove them wherever it finds them. This may seem kind of backward, but it definitely accomplishes it's purpose.
JUST GIVE ME SOME SCREENSHOTS ALREADY!
Fine, fine, jeez I was just about to do that...
Here is the what the inventory looks like with some example tabs I added:
THAT'S AMAZING GIVE ME A DOWNLOAD RIGHT NOW!
Perfect great, coming right up:
Download for 1.1.0.55: http://adf.ly/1nZAgR
Download for 1.1.4.51: http://adf.ly/1nZAly
Remember to upvote if you like this mod!
TAKE NOTE:
THIS MOD IS COPYRIGHTED!! DO NOT TAKE THIS MOD AND POST IT ON ANOTHER WEBSITE WITHOUT MY APPROVAL! ESPECIALLY DO NOT PUT THIS ON A WEBSITE AND PUT YOUR OWN LINK TO THE MOD. IF YOU PUT A LINK, THE LINK MUST GO TO THIS FORUM PAGE! IF YOU MAKE A VIDEO, THE SAME RULES APPLY.
For more information on this mod, please check out my twitter page: https://twitter.com/MRAndy_MC
Thank you!
This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
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Are you going to make it compatible with 1.2.x?