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    posted a message on Backpacks! (by Brad16840)

    I expect that is caused by an incompatibility with the mouse tweaks mod. It probably doesn't expect the inventory size to change.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from doomrater33112»

    So one thing I've noticed is that any items picked up by the backpack completely bypass mods that inform the player of any items they picked up. I'm guessing they hook into an event that you also hook into, and yours fires first. Do you have an event such a HUD mod might be able to hook into, or some way for those other HUD mods to get the information they want?


    Backpacks listens to the EntityItemPickupEvent and removes any items that it collects, by the time the other mods see the EntityItemPickupEvent it may look like the player has picked up an empty stack.


    The easiest way for other mods to notice the EntityItemPickupEvent before Backpacks would be by setting the priority of their EntityItemPickupEvent handler's SubscribeEvent to EventPriority.HIGH or EventPriority.HIGHEST (e.g. @SubscribeEvent(priority = EventPriority.HIGHEST)).


    Backpacks uses the default EventPriority (NORMAL) but since it has a high load-order its event handlers get registered before most other mods and that gives them a slight boost in priority over other EventPriority.NORMAL event handlers.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from Astrophile»

    I made a mistake in the previous article. Accidentally clicked the translation tool before sending it. Although you knew the meaning. I'll write the original at the bottom.

    Yesterday I tried the MOD you mentioned (BiggerPacketsplz-since 1.8). But the backpack still wouldn't open properly. If you like, you can open the package and check the files (Bcmod-items.Dat).





    Turns out my packet reader was accidentally enforcing Minecraft's default NBT size. After increasing the NBT limit I was able to open your backpack.


    You can download the updated version here.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from Astrophile»

    我的一些LT Recipe Advanced (模组:Little Tiles 1.5)包含大量数据。因为它占用了太多的十六进制字符。使单个背包的占用空间达到50万以上。因此,当背包超过最大限制时,它将变得无法使用。经过反复测试,发现单个背包只能占用200K左右。

    我必须为这样打扰你而道歉。我习惯使用你的模块进行管理和备份。如果可能,请告诉我如何扩展单个背包的角色容量限制。

    非常非常非常感谢。期待你的下一个作品。


    Backpacks doesn't enforce a limit itself so I expect the limit is either coming from a NBT limit or coming from hitting the maximum packet size when the server sends backpack data to the client.


    You could try adding a mod to increase the maximum packet size and see if that fixes the problem (I haven't tried it but the 'Bigger Packets, Please' mod might help).


    If that doesn't fix the problem, include a crash log (or if it doesn't crash, check if there's any errors reported in the log).

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)

    Sorry, I've tried a few times to update past 1.12 but the amount of changes that need to be made is disheartening and I've always lost interest.


    Right now I have no desire to update.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)

    I have another question. I broke one map accidentally and I was wondering, is therea way to transfer backpacks from one world to another?


    I tried moving the bcmoditems.dat file over to the new world, but when I right click one of my backpacks, I see a very brief flash of red text below the item name before the backpack opens, with no items inside.


    The backpack data is stored in BCMod-Items.dat so copying it to your new world should get you most of the way there.

    After you've copied BCMod-Items.dat you should be able to get your backpacks back by either copying your player data from the other world, or by using the in-game Backpack Restorer item.


    Caveats

    • If you attempted to open a backpack before you copied BCMod-Items.dat, all the backpacks in your inventory will have been given new ids (and will be empty), you can fix that by copying your player data again (or recover them using Backpack Restorers).
    • If you're playing on a server (or play with other players) you should also copy BCMod-Permissions.dat to the new world.
    • Backpack data only gets loaded when the world/server is loaded, so you should only copy the files while the world/server isn't running.
    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)

    Hello, I'm playing on a Pixelmon map (1.8.9) and for some reason, when I try to open my inventory while the backpack is in my hotbar, it crashes my game. This is my error message:

    ---- Minecraft Crash Report -------- Minecraft Crash Report ----
    WARNING: coremods are present: BCModPlugin (zz-backpacks+1.8.9+-+3.1.3.jar) PatcherTweaker (Patcher-1.5.1 (1.8.9).jar) ModTweaker (Patcher-1.5.1 (1.8.9).jar)Contact their authors BEFORE contacting forge

    ...



    You are using an older version of Backpacks so updating to version 3.5.5 might help.


    If updating to 3.5.5 doesn't fix the problem, try setting the 'Disable backpack renderer' option to true in config\backpacks16840.cfg.


    I had no issues using backpacks with Pixelmon 1.12.2-7.2.0, so if the problem continues to occur with Backpacks 3.5.5 the problem is probably caused by the older version of Pixelmon.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from NikkeiZX3146»

    Question:

    I'm trying to use your mod with another mod in my modpack called "Custom Starting Gear". I'm trying to set up my modpack where whenever a player enters the world for the first time, that they start off with some items. Currently it's giving the player the backpack.... however when I try to set it up where the backpack comes already loaded with items, it doesnt seem to contain the items i loaded it with... is there something I'm not doing correctly, or is this not possible?



    Backpacks used to store their contents within their item's NBT tag but in version 2.0 (back in 2013) the backpack data was moved to data\BCMod-Items.dat and now a backpack's NBT tag is only used to store its backpack id and name, so when you copy a backpack to another world it won't copy any of its contents.


    Backpacks still support migrating their data from their pre-2.0 NBT tag format so there is a workaround.


    If you're using version 3.5.12 you can turn on the 'Allow backpack command' option and type '/backpack saveNBT'.

    This will update the backpacks in your inventory to store a copy of their current data within their NBT tags.


    You can then copy those backpacks to another world (in your case, by using "Custom Starting Gear") and when the backpacks get opened they will load their initial size and contents from the data stored in their NBT tags.


    Note: the 'Allow backpack command' option doesn't need to be enabled in the modpack, it only needs to be enabled when you run the '/backpack saveNBT' command.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)

    on B:
    Selecting them all that way, would create a hefty list though to parse through any time somethings picked up? I don't suppose there is some sort of meta/nbt/<mod> data variable or something to search for? or is it coded so that its faster to search through a big list of items only as deep as their meta enumeration? Im not sure which would be less processing per item pickup.


    as for A:

    I would only be able to change the current pic used for the backpack of said color or such.

    the need was to have more colored spots on each bag, to allow for quick visualization.


    so for example,

    a Red Top, and White Bottom bag, (color scheme of pokeballs)

    ____ for all my spawn eggs, spawner cages, poke-captured pets, and mobs.

    Where a Red Top, Red Bottom, (all red)

    ____for my redstone wires dust blocks comparitors repeaters dispensers and so on.

    and a Black Top, Red Bottom,

    ____ for all my Blood Magic gear.


    All 3 of these have Red involved, only 1 is entirely red. Black and White are also involved with 2 of said bags.

    (conceptually anyway.)


    This allows for easier viability in stressful situations. Such as falling from the clouds, managing to easily see which bag is your

    green plant bag, with lime green lid, vs your all lime green bag, which holds your slime shoes of fall-bouncing.


    Opening the wrong bag in a moment like that because they were both lime grean could mean the difference between equipping your boots and safely bouncing off the ground. Or equipping some flowers to lay neatly over your tomb stone when you land 6-feet-under the ground. hehe ⋆^-^⋆



    >> Selecting them all that way, would create a hefty list though to parse through any time somethings picked up?


    The auto-collect list gets stored as a dictionary (technically a HashMap) and when an item is picked up it just checks if the dictionary contains that item.

    Since the dictionary knows exactly where each item should go, it can find it almost instantly even if the dictionary contains millions of items.


    >> I would only be able to change the current pic used for the backpack of said color


    With a normal texture pack you can only have one texture per backpack color, but the OptiFine mod allows you to change an items texture based on its NBT data.


    Here's an example texture pack I just created which will give any backpack named 'Blood Magic gear' its own custom texture.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)

    A:

    Brad, will you consider a new look for the backpacks?
    so one can color the flap, or top and bottom differently?

    I've definitely already used all 16 colors..


    B:

    Also would you consider a option AutoCollect By-Mod option?

    Right now i see by Meta, and by NBT, but no option to say, just auto collect all of "Blood Magic" items, "Relequary", "Botania" or "Thaumcraft" items. to name a few. Im aware that keeping at least one of an item in the bag lets it continue to funnel said items in with the right settings. And also that you can select 'all of a meta data range' but this falls short of intended use, to just keep each mods items filling a particular bag. Im often stuck by needing to have one of said items in there already to collect similar. ~if this functionality is already in there, my apologies for being a bit too naive to locate it.



    A:

    It's a nice idea, but it's been a long time since I needed to add major features and the hassle of updating to 1.13 has put me off working on the mod.


    I haven't tried it, but it looks like OptiFine allows you to customize item textures based on their NBT tag. If it works you could create a texture pack that would change the texture for specific backpacks based on their name, you can find documentation about the OptiFine feature here.


    B:

    The collect/resupply interface allows you to filter by mod-id, so if you enter 'thaumcraft:' into the Filter textbox it should show you all the items from Thaumcraft. You can select all the items at once by clicking the first item then shift+clicking the last item.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from doomrater33112»

    I can't help but notice you still link to 3.5.8 on both the first page and on your CurseForge page. Aren't those horribly out of date now?


    I've uploaded 3.5.12 to CurseForge and have updated the links.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from doomrater33112»

    So here's the issue. I don't know if you can tag an upgrade item with NBT data. Potions are determined by their NBT tags, not by metadata. So all splash potions are designated by "minecraft:splash_potion" and what kind of potion it is is contained in the NBT tag Potion. I think Brad's gonna have to answer whether (or how) to enter in a specific splash potion.




    Well ty for weighing in on the topic at least. it gives at least a little guidance on why its been difficult for me to figure out.

    I really hope Brad gets back to us on the topic.



    The current version doesn't support specifying NBT tags but I've added support for NBT tags to version 3.5.12.



    The syntax for an exact match would be

    minecraft:splash_potion {Potion:"minecraft:strong_regeneration"}

    An exact match will fail if the item has any other NBT data (like a custom name) so you can use '{...' to specify a non-exact match

    minecraft:splash_potion {...strong_regeneration...}

    If you need need to match more than one search term you can separate the search terms by ' ... '

    minecraft:splash_potion {...Potion:" ... strong_regeneration"...}


    You can download 3.5.12 here.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from icey__1992»

    Hello, I was wondering if there was a way to get ammo to restock. an example would be the last arrow got shot from the bow would then be replaced with a stack or "what's left for arrows" from the backpack.

    I also have a gun mod this feature would be very nice to have implemented. thank you greatly for your time.

    Minecraft ver. 1.12.2


    Backpacks can restock items when they break, but unfortunately running out of arrows doesn't trigger the 'player broke an item' event, so there's no nice way to notice when a player runs out of ammo.


    If you configure your backpack to 'stock' ammo it will make sure you have ammo each time you press the 'Auto-Collect from Inventory or Chest' key, so you could press that key when you run out of ammo.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from doomrater33112»

    Shoot, one more thing if I could ask for it- the ability to use ore dictionary dyes instead of having to use vanilla dyes?


    Done.


    I've updated the link.

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    Quote from doomrater33112»

    Okay, so I reconfigure the backpack before placing it down, and I can revert my configurations once it is placed? I can remember to do that, it just seems like a bit of a workaround when I just want to set down my main pack for a bit, or anchor my pack and grab a quantum copy of it.


    Being able to pipe items into/out of nested backpacks is less convenient than having a backpack that won't rearrange itself when you place it, so I've updated the 'nested piping' behaviour to be off by default (it can be toggled on/off by pressing the 'Pause/Resume Auto-Collector' key while holding down shift).


    I've also added a 'Configure sortable slots' key to allow specific slots to be excluded when sorting a backpack, and have updated auto-resupply to only resupply items with mismatched metadata when explicitly configured to do so.


    Since I got fed up with accidentally dyeing my backpacks blue and black when trying to take half a stack of lapis/ink, backpacks will now only change color when right-clicking on a single piece of dye.


    And because somebody asked for it a few months ago, there is now a config option to change what item duplicates placed backpacks.


    I'll release the update on CurseForge after I've had more time to test it, in the meantime it can be found here.

    Posted in: Minecraft Mods
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