Hi guys, some time ago i came up with a (pretty cool) idea about the handling of Survival Inventory and the stuff you collected and arranged in your chests.
WARNING! Maybe impossible due to the scan procedures that'll have to run in the background! But just continue reading
I came up with this all myself and since this is the fact it may be impossible to do. But i still have the hope that i posted this in the right forum in the right way and that it'll be possible to implement. Maybe this is already too much stuff for an "idea section" but i decided to post it anyways
Btw, i couldn't find anything like this on the last three pages of this section, so i think it's new.
The Basic Idea:
Imagine you have a world where you've been mining and living for some time now. And over this time you collected a lot of ressources, stacked them in Chests and locked them away. And now imagine you wanna build something cool, something big, something more epic than ever before! But, you're in survival, so you have to walk to all your different chests, collect the materials from there, go back, place them in a chest more near than the other one, repeat the process and so on and so forth...
Pretty annoying, isn't it?
Well, then I have THE solution for you! The time saving, efficient, less stressful CloudyInventory Mod!
The basic idea of this mod is to port the creative iventory into the Survival Gameplay. But not as you would think, no! The layout is basically the same, you got your categories and stuff, but what's the key difference is that it only lets you acces the items you have in your chests!
You can imagine it like so: If you open your inventory it looks like the creative one but all the items are grayed out("disabled") so you can't actually click/interact with them in any way. Now, if you'd put a chest down and put some items in, let's say two stacks of cobble as an example, the "Cobble" Item in your Inventory would activate("enable"). Now you could use this like the regular creative inventory, pull items out and put them back in and all this without ever touching this chest again! Of course you could only take the amount of cobble out that was first put in this chest, two stacks in this case.
Now to explain the term "CloudyInv":
I've chosen this term because it's like having all your items in the cloud, you can get them on-demand and stuff and never have to refill your inventory manually again! Summary:
Creative Inventory that uses the stuff that's in your chests.
The "How it should work":
This is relatively easy(*hmpf). There are three ways of maybe doing it:
1.) Using the regular chests/vanilla storage solutions
Pro's
- No extra Mod Item.
- When uninstalling this mod the items aren't modified(deleted).
Con's
- Maybe modding problems.
- Is there an actual way to manipulate the inventory of chests in this way?
- No way of telling if chest was placed by player or generator/something.
2.) Using an extra CloudyInv Chest
Pro's
- No modding problems?
- Easier for Modders to implement?
- Easy to tell which chests are belonging to the player.
Con's
- After uninstalling the mod the items in this chests are gone.
3.) Using a CloudyInv Block to put right next to a regular chest.
Pro's:
- No extra chest->Items stay, even after uninstalling the mod
- Easier GUI implementation
- Easier Multiplayer Authorization system
Con's:
- Takes up extra space
- Has to be pretty expensive for the sake of not being overpowered
4.) Using a "click and link" device.
Pro's:
- Easy to handle
- No blocks or new chests
- No GUI required if done right
Con's:
- No GUI(Maybe a pro)
Q&A's:
So, how should it work?
Well, after the world is loading up, the mod is going to start looking into all the chests on this map and is creating a list of all the items. It saves which items are available and activates the corrsponding item in the inventory. After that it takes a look at the quantity and saves that, too. Now, a player can pull out items to the max. quantity that the mod has saved before. Corresponding to that, every item taken from the inventory will remove one item from a stack of this item from a chest until there are no more items and the item gets disabled in the inventory.
Well, that's cool. But what happens if you put an item in your inventory?
Yeah, that's kinda tricky: The item is getting deleted from the players inventory(just with what happens to items you put in the regular creative inventory) and in exchange for this, the mod'll deposit the amount of items you put in into a free slot in the nearest chest.
But, how does the mod know that there are now more items available?
Right, this is somewhat about efficiency now:
1.) Solution 1: Chests now recognize when their inventory is changed. So if there's a manipulation of the inventory going on the chest's going to tell the mod "Hey, you! Item XY has been modified!". So now the mod starts its scan procedure. It's going through all the different chests and looking for that specific item and updates the two states that were saved in the scan before: Availability and Quantity.
2.) Solution 2: The mod is going to perform a scan every 1 minute or so(depending on your PC) and is then updating every item.
3.) Solution 3: If there's a change in the inventory(putting items back in), the mod's going to scan every chest for this item and update its list. This is like the first solution with the extra that chests don't have to recognize inventory changes. Attention! The mod is scanning only if you put items in, not pulling them out!
Ok, so now we can pull items out and put items in and this is all being updated accordingly. Fine.
But, what happens to the survival inventory?
Well, the Survival inventory gets its own categorie in the CloudyInv layout, just like in the regular creative layout. So if you click the "chest" categorie down right in your inventory you'll get to the standard-inventory we all know from vanilla survival. Items you pick up will get stored here first. The whole inventory acts like normal. There's just two changes:
1.) I the survival categorie there's now a little button that you can activate. It'll switch to "enabled" and in this mode every item you click will get ported into the CloudyInventory, meaning that it's getting stored away in chests nearby and is now available in the other categories. After switching it back to "disabled" your inventory will behave normally.
2.) Dragging items out of the survival inventory into the CloudyInventory will have the same effect, everything you put there will get stored away and deleted out of your regular inventory.
So what re the problems we have at the moment?
Ohhh, there are a lot of them and some of them are very bad
1.) How do we tell if the chest the mod found was placed by a player?
Hmm, good question right there...
This'll be going out to the modders: Is there a way with vanilla storage or do we have to use a custom storage block?
2.) Will this even work?
Definitely maybe!
3.) I can't remember my third question? What now?
Please lean back and wait for it to come back.
General +/-:
Pro:
You have all of your items on-demand.
Con:
Maybe overpowered for survival. Or just more user friendly?
The "Why it shouldn't work":
- No points yet. Waiting for a modder to rip my idea apart.
Alright, picture time!
PS:
I apologize for this wall of text but i couldn't imagine a shorter way of telling my thoughts xD
PPS:
This is just a rough idea, if yout think i forgot something very important or there's a way to do something way easier, plase tell me! I'll then add it to this post.
Btw, i think i forgot something really important but i can't think of it so i'll just go ahead and post now
IMPORTANT!:
I am no modder nor do i have advanced knowledge in Java programming. This is just an idea, not a mod!
Hi, I had a some idea, a inventory in cloud! A world wide scan, honestly, may lag the game sso badly that FPS drop below 1. It is kind of unrealistic, a better way to this may be let say a cloud block that can be placed on top of the chest so on Inventory Change or on Block change that cloud performs a operation to sync all the block ids into a base. The cloud block can allow user to set password to the items or just only allow one or few player to edit the cloud inventory. It will be kind of like a cloud storage site, people need account and password to access their items. Another cool idea will be allowing the player to share some items on the cloud, just like in many storage sites, so people can take from the shared item but not the private ones. We can extend this to BC power, IC2 Power, Liquid and such and build individual cloud network for them. And the admin of the server can use their "Server" to control and edit all the items the players have.
Balancing ---
This will be a issue as this idea can be overpowering and used by cheaters ( by some mystical way I can't imagine), so the cloud feature may need to be very very expensive and the size of the cloud should be controlled, a mark system can be implemented for that.
Mark 1 Cloud Storage == 10 normal chests;
Mark 2 Cloud Storage == 30 normal chests;
Mark 3 Cloud Storage == 60 normal chests;
Mark 4 Cloud Storage == 100 normal chest and so one;
The 'Cloud Client' Should also be very expansive.
Bending in with other tech mods ---
Something like a cloud Chest can be made so that mods can directly pull items from the cloud with it.
GUI of the cloud ---
We can make something similar to the Factorization Barrels thing, which items is layout in storage chest that can only contain 1 kind of item and a small mark tell the player how much of that specific item is inside. We can make it similar to the Windows ''Box-like" layout.
Thats all, I am alittle tired, hope to hear from you.
This seems pretty legit, i knew that the world wide scan would be a little(^^) too much for most pc's, that's why i mentioned the extra Cloudchest. The Idea with putting a block next to it is also cool, as it would allow the items to stay there even when the mod is uninstalled. And you could have a better GUI implementation
For the balancing: This is something to care about when there's a mod that'd really work, we just'd have to run some tests to see which "expensiveness-level" is alright.
Also, i had this idea mainly for Singleplayer atm as i couldn't think of a complete authorization and permissions system as of now
But with the Cloud Block this should be possible. I think i'll add the CloudyInv Block to the options in the op
Yes, balancing may be a little early and I may just be too excited..... But I really hates OP mods, so I view balancing very importantly.
I worked on some basic tecture of the blocks
particle effect similar to the beacon above the cloud block can be cool.Are you working on the code yet? I see what can I do to help out.
I think you misunderstood something right there...
This is an idea, not a mod. If i could do java, i'd do this, but sadly i can't
But the textures look pretty cool
Hi guys, some time ago i came up with a (pretty cool) idea about the handling of Survival Inventory and the stuff you collected and arranged in your chests.
WARNING! Maybe impossible due to the scan procedures that'll have to run in the background! But just continue reading
I came up with this all myself and since this is the fact it may be impossible to do. But i still have the hope that i posted this in the right forum in the right way and that it'll be possible to implement. Maybe this is already too much stuff for an "idea section" but i decided to post it anyways
Btw, i couldn't find anything like this on the last three pages of this section, so i think it's new.
The Basic Idea:
Imagine you have a world where you've been mining and living for some time now. And over this time you collected a lot of ressources, stacked them in Chests and locked them away. And now imagine you wanna build something cool, something big, something more epic than ever before! But, you're in survival, so you have to walk to all your different chests, collect the materials from there, go back, place them in a chest more near than the other one, repeat the process and so on and so forth...
Pretty annoying, isn't it?
Well, then I have THE solution for you! The time saving, efficient, less stressful CloudyInventory Mod!
The basic idea of this mod is to port the creative iventory into the Survival Gameplay. But not as you would think, no! The layout is basically the same, you got your categories and stuff, but what's the key difference is that it only lets you acces the items you have in your chests!
You can imagine it like so: If you open your inventory it looks like the creative one but all the items are grayed out("disabled") so you can't actually click/interact with them in any way. Now, if you'd put a chest down and put some items in, let's say two stacks of cobble as an example, the "Cobble" Item in your Inventory would activate("enable"). Now you could use this like the regular creative inventory, pull items out and put them back in and all this without ever touching this chest again! Of course you could only take the amount of cobble out that was first put in this chest, two stacks in this case.
Now to explain the term "CloudyInv":
I've chosen this term because it's like having all your items in the cloud, you can get them on-demand and stuff and never have to refill your inventory manually again!
Summary:
Creative Inventory that uses the stuff that's in your chests.
The "How it should work":
This is relatively easy(*hmpf). There are three ways of maybe doing it:
1.) Using the regular chests/vanilla storage solutions
Pro's
- No extra Mod Item.
- When uninstalling this mod the items aren't modified(deleted).
Con's
- Maybe modding problems.
- Is there an actual way to manipulate the inventory of chests in this way?
- No way of telling if chest was placed by player or generator/something.
2.) Using an extra CloudyInv Chest
Pro's
- No modding problems?
- Easier for Modders to implement?
- Easy to tell which chests are belonging to the player.
Con's
- After uninstalling the mod the items in this chests are gone.
3.) Using a CloudyInv Block to put right next to a regular chest.
Pro's:
- No extra chest->Items stay, even after uninstalling the mod
- Easier GUI implementation
- Easier Multiplayer Authorization system
Con's:
- Takes up extra space
- Has to be pretty expensive for the sake of not being overpowered
4.) Using a "click and link" device.
Pro's:
- Easy to handle
- No blocks or new chests
- No GUI required if done right
Con's:
- No GUI(Maybe a pro)
Q&A's:
So, how should it work?
Well, after the world is loading up, the mod is going to start looking into all the chests on this map and is creating a list of all the items. It saves which items are available and activates the corrsponding item in the inventory. After that it takes a look at the quantity and saves that, too. Now, a player can pull out items to the max. quantity that the mod has saved before. Corresponding to that, every item taken from the inventory will remove one item from a stack of this item from a chest until there are no more items and the item gets disabled in the inventory.
Well, that's cool. But what happens if you put an item in your inventory?
Yeah, that's kinda tricky: The item is getting deleted from the players inventory(just with what happens to items you put in the regular creative inventory) and in exchange for this, the mod'll deposit the amount of items you put in into a free slot in the nearest chest.
But, how does the mod know that there are now more items available?
Right, this is somewhat about efficiency now:
1.) Solution 1: Chests now recognize when their inventory is changed. So if there's a manipulation of the inventory going on the chest's going to tell the mod "Hey, you! Item XY has been modified!". So now the mod starts its scan procedure. It's going through all the different chests and looking for that specific item and updates the two states that were saved in the scan before: Availability and Quantity.
2.) Solution 2: The mod is going to perform a scan every 1 minute or so(depending on your PC) and is then updating every item.
3.) Solution 3: If there's a change in the inventory(putting items back in), the mod's going to scan every chest for this item and update its list. This is like the first solution with the extra that chests don't have to recognize inventory changes. Attention! The mod is scanning only if you put items in, not pulling them out!
Ok, so now we can pull items out and put items in and this is all being updated accordingly. Fine.
But, what happens to the survival inventory?
Well, the Survival inventory gets its own categorie in the CloudyInv layout, just like in the regular creative layout. So if you click the "chest" categorie down right in your inventory you'll get to the standard-inventory we all know from vanilla survival. Items you pick up will get stored here first. The whole inventory acts like normal. There's just two changes:
1.) I the survival categorie there's now a little button that you can activate. It'll switch to "enabled" and in this mode every item you click will get ported into the CloudyInventory, meaning that it's getting stored away in chests nearby and is now available in the other categories. After switching it back to "disabled" your inventory will behave normally.
2.) Dragging items out of the survival inventory into the CloudyInventory will have the same effect, everything you put there will get stored away and deleted out of your regular inventory.
So what re the problems we have at the moment?
Ohhh, there are a lot of them and some of them are very bad
1.) How do we tell if the chest the mod found was placed by a player?
Hmm, good question right there...
This'll be going out to the modders: Is there a way with vanilla storage or do we have to use a custom storage block?
2.) Will this even work?
Definitely maybe!
3.) I can't remember my third question? What now?
Please lean back and wait for it to come back.
General +/-:
Pro:
You have all of your items on-demand.
Con:
Maybe overpowered for survival. Or just more user friendly?
The "Why it shouldn't work":
- No points yet. Waiting for a modder to rip my idea apart.
Alright, picture time!
PS:
I apologize for this wall of text but i couldn't imagine a shorter way of telling my thoughts xD
PPS:
This is just a rough idea, if yout think i forgot something very important or there's a way to do something way easier, plase tell me! I'll then add it to this post.
Btw, i think i forgot something really important but i can't think of it so i'll just go ahead and post now
IMPORTANT!:
I am no modder nor do i have advanced knowledge in Java programming. This is just an idea, not a mod!
Greetz
m3Zz
Balancing ---
This will be a issue as this idea can be overpowering and used by cheaters ( by some mystical way I can't imagine), so the cloud feature may need to be very very expensive and the size of the cloud should be controlled, a mark system can be implemented for that.
Mark 1 Cloud Storage == 10 normal chests;
Mark 2 Cloud Storage == 30 normal chests;
Mark 3 Cloud Storage == 60 normal chests;
Mark 4 Cloud Storage == 100 normal chest and so one;
The 'Cloud Client' Should also be very expansive.
Bending in with other tech mods ---
Something like a cloud Chest can be made so that mods can directly pull items from the cloud with it.
GUI of the cloud ---
We can make something similar to the Factorization Barrels thing, which items is layout in storage chest that can only contain 1 kind of item and a small mark tell the player how much of that specific item is inside. We can make it similar to the Windows ''Box-like" layout.
Thats all, I am alittle tired, hope to hear from you.
For the balancing: This is something to care about when there's a mod that'd really work, we just'd have to run some tests to see which "expensiveness-level" is alright.
Also, i had this idea mainly for Singleplayer atm as i couldn't think of a complete authorization and permissions system as of now
But with the Cloud Block this should be possible. I think i'll add the CloudyInv Block to the options in the op
I worked on some basic tecture of the blocks
particle effect similar to the beacon above the cloud block can be cool.Are you working on the code yet? I see what can I do to help out.
This is an idea, not a mod. If i could do java, i'd do this, but sadly i can't
But the textures look pretty cool
That'd be sooo cool dude! Thx a bunch for trying on this project