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Why aren't we using entity inventories like minecraft chest ? This can be more user friendly to avoid spawning a "fake" chest block we can spawn an invisible custom entity with the same components as minecart chests.
Preference towards block-backed inventories over entity-backed inventories has been discussed in #144 (comment). Custom-sized inventories using tedo0627/InventoryUI has been discussed in #201 (comment).
Preference towards block-backed inventories over entity-backed inventories has been discussed in #144 (comment). Custom-sized inventories using tedo0627/InventoryUI has been discussed in #201 (comment).
interesting, therefore I don't think protocol changes are really a big deal, as invmenu is easy to update for developers I guess it's interesting to still keep an eye on this possibility. https://github.com/Muqsit/CustomSizedInvMenu should be featured maybe in the ReadMe
interesting, therefore I don't think protocol changes are really a big deal, as invmenu is easy to update for developers I guess it's interesting to still keep an eye on this possibility. https://github.com/Muqsit/CustomSizedInvMenu should be featured maybe in the ReadMe
Looking back at #144, AddActorPacket is already in use by ActorInvMenuGraphic, so there is no added maintenance overhead anymore. Actor-backed inventories can be substituted for block-backed ones, however InvMenu::TYPE_DOUBLE_CHEST would be using a block-backed inventory since no entity inventories feature a 54-slot storage.
Why aren't we using entity inventories like minecraft chest ? This can be more user friendly to avoid spawning a "fake" chest block we can spawn an invisible custom entity with the same components as minecart chests.
This may lead to features like custom inventory sizes too.
https://github.com/tedo0627/InventoryUI is a good starting point
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