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Rudwark

Vintarian
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Everything posted by Rudwark

  1. I've found functions to read the hotbar and inventory slots, and I've found code for dialogs for trading, character and whatnot, but I can't seem to find where the hotbar and inventory are actually constructed. I'm looking for things like where the number of hotbar slots and bag slots are set. I'm trying to make and in-world crafting grid (cursor-interactable), and remove the crafting grid from the inventory dialog. I'm also trying to make the inventory more realistic. Something along the lines of having hotbar slots unlock with clothing and bags, dedicated tool slots in the hotbar, disallowing large items in bags, and only allowing one large item, or stack of items, to be carried at a time (by locking the scroll wheel, and preventing further large item pick-ups). For this implementation, I would leave container inventories alone and just add a transfer hotkey, to make storing things smoother. More transportation/hauling methods and more in-world storage (piles) would allow me to make these types of features fully encompassing, but without that infrastructure, making this mod playable means you still need nerfed containers. The carts in the Ancient Tools mod would be recommended with this mod. The last thing I might do is change the number of bag slots to 1. Of course, the number of slots in bags would be higher, but with the other features I added, having back slots for things like skeps seems unnecessary, because they could just go in a tool slot. The space could be repurposed as unnumbered hotbar slots. Anyway, not entirely sure what I'll actually do but first I need to find those classes to see what I'm really up against. Also, is there anything else to know about this? As in, are some of these elements of the games inaccessible? Are there any big, unforeseen challenges here, or does this seem doable?
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