This is a post for tool makers; there should be no impact for end users.
What should the format for Stashed inventories be? I was thinking a format like InvEdit's .inv files: just the Inventory tag of the player written into a NBT file.
Questions:
- Where should these be saved? Should there be a common location for both PocketInvEditor and PocketTool's backup inventory support if it was ever implemented there?
- Should the file be in little-endian or big-endian format?
- should it be GZipped?
- Should the hotbar selections be saved as well?
This is a post for tool makers; there should be no impact for end users.
What should the format for Stashed inventories be? I was thinking a format like InvEdit's .inv files: just the Inventory tag of the player written into a NBT file.
Questions:
- Where should these be saved? Should there be a common location for both PocketInvEditor and PocketTool's backup inventory support if it was ever implemented there?
- Should the file be in little-endian or big-endian format?
- should it be GZipped?
- Should the hotbar selections be saved as well?
How about a simple system like this... have a command called something like "export level data", which asks for a name ("BobsCoolLoadout") and copies level.dat to .../minecraftWorlds/_SharedLevelData/BobsCoolLoadout/level.dat. Then, have a "load exported inventory" command that copies the inventory tag from the selected export into the current level.dat.
Later on, you could extend "load exported inventory" to be something like "import level data," and let the user multiselect things like inventory, hotbar, world name, and any other relevant things stored in level.dat. You could also pretty easily extend this to allow inventories to be copied between worlds.
How about a simple system like this... have a command called something like "export level data", which asks for a name ("BobsCoolLoadout") and copies level.dat to .../minecraftWorlds/_SharedLevelData/BobsCoolLoadout/level.dat. Then, have a "load exported inventory" command that copies the inventory tag from the selected export into the current level.dat.
Later on, you could extend "load exported inventory" to be something like "import level data," and let the user multiselect things like inventory, hotbar, world name, and any other relevant things stored in level.dat. You could also pretty easily extend this to allow inventories to be copied between worlds.
I can't think of anything else in the level.dat that would need to be copied, though - hotbar is in the Inventory tag; world name can be copied and pasted.
InvEdit on the desktop exports the Inventory tag only for its inventory stashes.
I can't think of anything else in the level.dat that would need to be copied, though - hotbar is in the Inventory tag; world name can be copied and pasted.
InvEdit on the desktop exports the Inventory tag only for its inventory stashes.
Gotcha, I guess that would be more efficient. So, maybe something like .../minecraftWorlds/_SharedInventory/BobsCoolLoadout/inventory.dat?
I'd go with whatever's the most straightforward, not whatever's most size efficient, just because of the fact that the chunks.dats are going to be so much bigger than any inventory data that it's pretty insignificant by comparison... if it's easy to slice out the inventory tag, and other editors are using roughly the same format, that seems reasonable, but compressing may be overkill... might be better to leave the data roughly the same as it was in level.dat.
- Where should these be saved? Should there be a common location for both PocketInvEditor and PocketTool's backup inventory support if it was ever implemented there?
- should it be GZipped?
- Should the hotbar selections be saved as well?
It's a great idea that there be a common location between different utilities. Files should be saved somewhere on the SD card, ideally with an option to the user to put them anywhere even if it's just a configuration item of "root directory for save files." If the files are human readable, then gzipped is OK with an obvious extension so people can unzip and see the contents. If the files are binary, then as you say it's up to the tool makers. Files have to be over a certain minimum size before compressing makes any sense. Anything under a few k it's not worth the effort. Hotbar is worth saving, but some people might want an option on restore to restore with a clean hotbar.
In fact, it would be a nice idea in the tool proper to have an option to clear the hotbar.
I changed all the Redstone blocks to glowstone. This gives a use for a world generating with Redstone, and I have an easier, and nicer way of obtaining glowstone.
EmpireMinecraft - Join over 55k other players - Exciting unique features!
EDIT: Just had a thought. Would it be possible to change the light value of a selected area?
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Curse PremiumWhat should the format for Stashed inventories be? I was thinking a format like InvEdit's .inv files: just the Inventory tag of the player written into a NBT file.
Questions:
- Where should these be saved? Should there be a common location for both PocketInvEditor and PocketTool's backup inventory support if it was ever implemented there?
- Should the file be in little-endian or big-endian format?
- should it be GZipped?
- Should the hotbar selections be saved as well?
How about a simple system like this... have a command called something like "export level data", which asks for a name ("BobsCoolLoadout") and copies level.dat to .../minecraftWorlds/_SharedLevelData/BobsCoolLoadout/level.dat. Then, have a "load exported inventory" command that copies the inventory tag from the selected export into the current level.dat.
Later on, you could extend "load exported inventory" to be something like "import level data," and let the user multiselect things like inventory, hotbar, world name, and any other relevant things stored in level.dat. You could also pretty easily extend this to allow inventories to be copied between worlds.
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Curse PremiumI can't think of anything else in the level.dat that would need to be copied, though - hotbar is in the Inventory tag; world name can be copied and pasted.
InvEdit on the desktop exports the Inventory tag only for its inventory stashes.
Gotcha, I guess that would be more efficient. So, maybe something like .../minecraftWorlds/_SharedInventory/BobsCoolLoadout/inventory.dat?
I'd go with whatever's the most straightforward, not whatever's most size efficient, just because of the fact that the chunks.dats are going to be so much bigger than any inventory data that it's pretty insignificant by comparison... if it's easy to slice out the inventory tag, and other editors are using roughly the same format, that seems reasonable, but compressing may be overkill... might be better to leave the data roughly the same as it was in level.dat.
People who aren't hard-core gamers may not recognize the term "loadout," but overall, it's probably not that critical.
It's a great idea that there be a common location between different utilities. Files should be saved somewhere on the SD card, ideally with an option to the user to put them anywhere even if it's just a configuration item of "root directory for save files." If the files are human readable, then gzipped is OK with an obvious extension so people can unzip and see the contents. If the files are binary, then as you say it's up to the tool makers. Files have to be over a certain minimum size before compressing makes any sense. Anything under a few k it's not worth the effort. Hotbar is worth saving, but some people might want an option on restore to restore with a clean hotbar.
In fact, it would be a nice idea in the tool proper to have an option to clear the hotbar.
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Curse PremiumBeta 2: Loadouts!
Good Job!
Suggestion: if the user does not have any loadout to show a message saying that it has none
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Curse PremiumWorks for me. http://zhuowei.github.com/PocketInvEditor-app/PocketInvEditorApp-release-beta.apk
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Curse Premiumhttp://zhuowei.github.com/PocketInvEditor-app/PocketInvEditorApp-release.apk
Can someone test this .apk and see if there are any major bugs or crashes, please?
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Retired StaffI cant find how to do loadouts. I would assume that would be in the edit terrain tab, but unlike the paid version, the demo cannot edit terrain.