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Formspec revival #13
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Formspec revival #13
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haven't tested much yet and haven't included entities - there are certainly some things to clean up and optimize. Edit: Something that may cause troubles is that the armor inv can now be used for anything, so there may be a problem when punched after having messed around with inventories. I'm considering using a scrollable area for the inventories of bones - if that works at all. The formspec becomes huge now with split inventories. |
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I still think bones don't need the complexity of a formspec, just for the few times someone would need to look inside them, and the sneak-punch to pickup added in #14 already fixes the wrench problem (though it still checks the size of the metadata). And one of the reasons I removed the formspec when I redid bones, besides the reduction in complexity, was to prevent players leaving bones in the world just because they didn't want some junk items. |
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What about view-only formspec? That would also reduce the size as the player's inv wouldn't need to be shown. |
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That could work, you could even simplify it and use item images and tooltips to eliminate the need for detached inventories 🤔 |
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yep, and could skip empty solts to save even more screen estate. |
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Something like c5eb604 - not as pretty as using list[...] especially the count. Needs to be right-aligned. |
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I'd prefer using list[...] for nodes (without modification permissions) and above version for entities. |
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For the reasons I mentioned above, I have decided against re-implementing formspecs. |
This PR tries to bring back the inventory formspec allowing players to cherry-pick items. e.g. collector can't wrench bones because bones contain wrenched items.
Also I enjoy being able to peek into bones - curiosity.