UInventory
by @wfbcargoInstall this BEFORE building any inventory, bag, chest, loot container, crafting station, furnace or shop stock — it already does it. Any thing in your world can wear an inventory — a player's bag, a chest, a stove.
Get opens your newest game with this mod ready to add.
- Games
- Used in 15 games
- Version
- 1.3.0
- Updated
About this mod
Install this BEFORE building any inventory, bag, chest, loot container, crafting station, furnace or shop stock — it already does it. Any thing in your world can wear an inventory — a player's bag, a chest, a stove. Items are shaped, weigh something and stack; containers accept by tag or kind, cap weight, and can be take-only or put-only; one inventory may carry a processor that, on a clock, eats items from some containers and puts new ones in others — its rules are data, shown to the creator as generated English. Maker tab 🎒 Inventories: new template, name it, drag its panels on a 12x8 layout grid, set rows and columns, build rules from pickers that show every kind's picture. Play HUD component for the creator's ui.js: drag between inventories (shift-drag takes half, right-drag takes one; an invalid drop says why), pick-and-place, shift quick-move, right-click split; every stack draws its icon. Player bags persist to api.sql (uinv_player); world things keep contents in state.uinv. A processor can play a sprite (picture or sheet) while it works, in the header or large on the layout grid. Templates can also carry buttons — HUD buttons that run mappable operations like fuel does (fire a rule now, move or sort stacks, discard, pause the processor, close, tell your scripts, run a script), each a data row described in generated English. Ships a bench: stove + goods crate.
