[MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

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Ellian810
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Re: [MOD][Client] EllianMod::InventoryOrganizer v10 (Approved for YO)

Post by Ellian810 » 09 Nov 2017, 12:14

I am waiting for the start the MMO OB to test it myself in game.
I will let you know when it is fixed or improved.
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PercivalPellinore
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Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO)

Post by PercivalPellinore » 24 Nov 2017, 04:28

Download without loader for MMO?
Image


Ellian810
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Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO)

Post by Ellian810 » 04 Dec 2017, 20:39

It is only included in the mod pack:
post94018/#p94018
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Deramond
 
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Joined: 08 Oct 2014, 08:16

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO)

Post by Deramond » 27 Jan 2018, 19:46

Hi i really like your mod.
Is it possible to add some type of auto stacking?
Maybe a free configurable mod. It would be nice to have some stacking like:
Quality 1-25 (stack) to one, 26-49 (stack) 50-59 (stack) 60-69 (stack) 70-79 (stack) 80-84 (stack) 85-89 (stack) 90-100 no stacking


Ellian810
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Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO)

Post by Ellian810 » 30 Jan 2018, 07:11

The mod can't stack objects.
It can only "group" them.
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Domunus
 
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Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Domunus » 13 Feb 2018, 13:56

Is there a way to disable the inventory resizing ?

btw a really nice Mod :good:


Ellian810
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Posts: 129
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Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Ellian810 » 13 Feb 2018, 19:29

The aim of the mod is to reduce the size of the inventory window.
If many people don't want this resize anymore, I might include a setting in the configuration file.
If you like my mods (EllianMod), Support me!
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TheDR46
 
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Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by TheDR46 » 13 Feb 2018, 21:31

Hello, thanks for your nice job with this addon!

I have a question for que herbs organizer, i need to modify htHerb.cs and i have this one too HerbToolConfig.cs.example (i need to delete "example" and modify the 2 files??)
and here:
new ScriptObject(InventoryOrganizer){
//class = InventoryOrganizer;

// herb params:
startX = 2;
startY = 32;
stackSpace = 20;
maxstackcount = 15;
spaceY = 64;
rows = 7;

herb[0] = new ScriptObject() {
class = htHerb;
herbId = 3;
herbName = "Pitaku Koro";
herbShortName = "PiK";
gameId = 684;
imageFilename = "pitaku_koro.png";

produceFlux =false;
produceNaptha = false;
produceFlavor = false;
effect1 = "Unknown";
effect2 = "Unknown";
effect3 = "Unknown";
};


i need to modify the herb id= 6 to 0 and the produceFlux=false to true?? or how i check the herb to be flux naptha or other thing?

Thanks


Ellian810
Mod Developer
 
Posts: 129
Joined: 11 Dec 2016, 12:11

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Ellian810 » 16 Feb 2018, 06:41

Each player can do what they want.
I don't use these files as I don't play with herbs.

You change stuff and you see.
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Mbraden66
 
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Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Mbraden66 » 27 Feb 2018, 02:31

Pablovilches9 wrote:Hello, thanks for your nice job with this addon!

I have a question for que herbs organizer, i need to modify htHerb.cs and i have this one too HerbToolConfig.cs.example (i need to delete "example" and modify the 2 files??)
and here:
new ScriptObject(InventoryOrganizer){
//class = InventoryOrganizer;

// herb params:
startX = 2;
startY = 32;
stackSpace = 20;
maxstackcount = 15;
spaceY = 64;
rows = 7;

herb[0] = new ScriptObject() {
class = htHerb;
herbId = 3;
herbName = "Pitaku Koro";
herbShortName = "PiK";
gameId = 684;
imageFilename = "pitaku_koro.png";

produceFlux =false;
produceNaptha = false;
produceFlavor = false;
effect1 = "Unknown";
effect2 = "Unknown";
effect3 = "Unknown";
};


i need to modify the herb id= 6 to 0 and the produceFlux=false to true?? or how i check the herb to be flux naptha or other thing?

Thanks


Did you figure it out? I was looking at it, but hadn't made any changes yet. I did make a couple of changes to my inventoryOrganizerConfig.cs file, and that just made the game crash, even when I set everything back. So going to re-unzip that file and start anew.

Thanks


Dieke91
 
Posts: 1
Joined: 28 Jan 2018, 14:24

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Dieke91 » 27 Feb 2018, 09:26

when can we expect that changing the size of the inventory comes in the options? would also prefer to have the normal inventory size

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Veg
 
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Joined: 25 Jan 2018, 22:59

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Veg » 01 Mar 2018, 01:06

is there anyway to increase the inventory refresh time ? So when i drop something on the ground items fills the gap faster in inventory?
cowards die many times before their deaths.


Ellian810
Mod Developer
 
Posts: 129
Joined: 11 Dec 2016, 12:11

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Ellian810 » 02 Mar 2018, 07:36

@veg, it could be an option.
I note that in the trello
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Veg
 
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Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Veg » 11 Mar 2018, 00:24

Ellian810 wrote:@veg, it could be an option.
I note that in the trello


i saw that at the update logs you added at feature thank you.
A question is i couldnt find that option in InventoryOrganizerConfig.cs.example am i looking somewhere wrong?
cowards die many times before their deaths.


Ellian810
Mod Developer
 
Posts: 129
Joined: 11 Dec 2016, 12:11

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Ellian810 » 14 Mar 2018, 17:04

// Refresh frequency
InventoryOrganizer.refresh = 1000;

in the file InventoryOrganizerConfig.cs.example
you have to remove the ".example" to have your specific configuration activated
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8226027
 
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Joined: 10 Jan 2018, 05:57

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by 8226027 » 21 Mar 2018, 05:16

good
Attachments
YY截图20180321104551.png
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Avernite
 
Posts: 1
Joined: 02 Nov 2016, 06:46

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Avernite » 04 Apr 2018, 15:42

Hi is there a way to make inventory not resize?


Kegs
 
Posts: 1
Joined: 11 Apr 2018, 20:38

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Kegs » 15 Apr 2018, 11:43

Hello, I have edited the files for the herb sorting. However they do not sort into the rows I specified, they just stack normally? Do I need to do something else apart from editing the HerbToolCOnfig and htHerb?

Thanks


TheDR46
 
Posts: 27
Joined: 30 Nov 2017, 21:30

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by TheDR46 » 15 Apr 2018, 18:14

Mbraden66 wrote:
Pablovilches9 wrote:Hello, thanks for your nice job with this addon!

I have a question for que herbs organizer, i need to modify htHerb.cs and i have this one too HerbToolConfig.cs.example (i need to delete "example" and modify the 2 files??)
and here:
new ScriptObject(InventoryOrganizer){
//class = InventoryOrganizer;

// herb params:
startX = 2;
startY = 32;
stackSpace = 20;
maxstackcount = 15;
spaceY = 64;
rows = 7;

herb[0] = new ScriptObject() {
class = htHerb;
herbId = 3;
herbName = "Pitaku Koro";
herbShortName = "PiK";
gameId = 684;
imageFilename = "pitaku_koro.png";

produceFlux =false;
produceNaptha = false;
produceFlavor = false;
effect1 = "Unknown";
effect2 = "Unknown";
effect3 = "Unknown";
};


i need to modify the herb id= 6 to 0 and the produceFlux=false to true?? or how i check the herb to be flux naptha or other thing?

Thanks


Did you figure it out? I was looking at it, but hadn't made any changes yet. I did make a couple of changes to my inventoryOrganizerConfig.cs file, and that just made the game crash, even when I set everything back. So going to re-unzip that file and start anew.

Thanks

modify only the htherbs.cs, change the herbid= from 0 to flux and continue with ur list upside, this is mine:
/// herbId Values
/// 0 is flux
/// 1 is hStam
/// 2 is flavor
/// 3 is naphta
/// 4 is sHp
/// 6 is antidote
/// 7 is second crap
/// 8 is 3rd crap


TheDR46
 
Posts: 27
Joined: 30 Nov 2017, 21:30

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by TheDR46 » 15 Apr 2018, 18:19

you know if is possible change the actionmousefire for the repeater for a right click?


Fawkinay
 
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Joined: 08 Apr 2018, 05:07

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Fawkinay » 22 Apr 2018, 18:13

Ellian810 wrote:The aim of the mod is to reduce the size of the inventory window.
If many people don't want this resize anymore, I might include a setting in the configuration file.


+1 request for a setting to disable Inventory window resizing.

Thank you!


Dunkhan
 
Posts: 13
Joined: 26 Feb 2016, 12:10

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Dunkhan » 10 May 2018, 11:44

I noticed the herb sorting was bugged - namely, if there are more than maxstackcount (default 15) herbs in a row, they are invisible.

I investigated and found that the algorithm that makes the y offset when the row is full is totally bugged and is setting the y value of the herb to infinity.

I also found other random cruft that appeared either to have no effect or to do something strange that I didn't understand.

I rewrote the code locally so I could use it. But I thought it might be nice to share with the devs/other users so here it is.

In HerbToolConfig.cs you change this block ("..." is a placeholder for the old code)
Code: Select all
function InventoryOrganizer::sortHerb(%this, %herbId, %invItem, %stackCount){...}


with this one:
Code: Select all
function InventoryOrganizer::sortHerb(%this, %herbId, %invItem, %stackCount){
   %usedcount = %stackCount;
   %yoffset = 0;
   %xoffset = 0;

   for (; %usedcount>=InventoryOrganizer.maxstackcount; %i++){
   
      %usedcount-=InventoryOrganizer.maxstackcount;
      %yoffset+=InventoryOrganizer.stackSpace;
   }
   
   %row = %herbId;
   %x = InventoryOrganizer.startX + (InventoryOrganizer.stackSpace*%usedcount)+%xoffset;
   %y = InventoryOrganizer.startY + (%row*InventoryOrganizer.spaceY) + %yoffset;
   %pos = %x @ " " @ %y;
   
   %invItem.position = %pos;
}


Side effect:
1. The variable "rows" is no longer used. There will automatically be the same number of rows as the highest number you use for herbId (default 6). Changing this variable will no longer have any effect.

Note to devs:
InventoryOrganizer.factorY and InventoryOrganizer.factorX were returning nothing, so dividing by them was resulting in infinite coordinates. This might be because of how I set up my main config but I could not find a place to set these values. Either way the way I set it up in the code above is cleaner and more sensible imo.

for anyone that is curious, the settings I use to keep as many herbs in the window as possible while not covering any of the count/quality indicators are:
Code: Select all
startX = 2;
startY = 32;
stackSpace = 25;   
maxstackcount = 13;
spaceY = 64;


Teah
 
Posts: 26
Joined: 14 Jun 2016, 13:49

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Teah » 09 Jul 2018, 19:33

Thank you so very much for this mod :) its amazing.


Wessller
 
Posts: 2
Joined: 24 Jan 2016, 18:32

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Wessller » 12 Jul 2018, 18:49

Question:

The only way to get this mod to automatically sort Herbs, is to modify the file "HerbToolConfig.cs" for all 66 herbs?

No automatic way?

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NimRodelle
 
Posts: 29
Joined: 03 Mar 2016, 09:54

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by NimRodelle » 22 Jul 2018, 09:21

So what I'm trying to figure out is why the mod isn't utilizing all of the available inventory window space to sort things?

Image

The last object being sorted is that stack of 460 clay, everything else is just free floating in the window.

Nim


Rustyrocks6969
 
Posts: 9
Joined: 05 Apr 2017, 21:40

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Rustyrocks6969 » 30 Jul 2018, 15:36

Hey, so this mod is not getting worked on anymore. http://skunkfu.net/sf-mods/ Take a look at SF-Mods


Mattia.bonaducci
 
Posts: 1
Joined: 08 Dec 2017, 23:46

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Mattia.bonaducci » 16 Sep 2018, 01:21

Just do add something in this topic, I actually maintaned this mod for my (and my guild use) and recently I decided to work on it a bit more.
I have version from march which I optimized for Ellian (known problem with regional resources) but I'm not sure if it was ever released in EMP.

I actually wanted to fix a few issues related to custom inventory sizes, mostly to fix usage of full container space regardless of it's size (works with custom image files extending it as well). I think I'll "release" it soon for my guild and I can post it here as well if someone is interested.

@NimRodelle It's hardcoded to stop sorting if you hit 400px height. Does not matter how high is the window and it stopped after first object in next line. Everything else was not sorted. I want to do something that will be a bit more useful in big warehouses etc.


Xelat84
 
Posts: 2
Joined: 09 Nov 2018, 08:51

Re: [MOD][Client] EllianMod::InventoryOrganizer (Approved for YO, Usable on MMO)

Post by Xelat84 » 18 Nov 2018, 12:26

Not all items are sorted when there is too many items in inventory/container. (or may be it has some another reason)

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