Great mod! some coveats.
Layarion opened this issue ยท 2 comments
Hey I'm loving the Handy Bag, and what I especially like about it is the fact that it becomes the Default thing that opens when pressing E.
There are some roadblocks I'm hitting when using your mod though.
- I made the mistake of thinking a 10bit card would be enough for my mob farm, it wasn't. I made a 12bit card, but the problem is there seems to be no actual way to move the items to the new card - at least, not short of piping it to another chest anyway.
I wish I could put the card in the tool station or something, and have it transfer the contents over to a bigger card. Or when both cards are in the same chest, having a button or shift click that can transfer over. Or middle click on card 1, and then middle click on card 2 to move the stacks over one at a time.
2) I wish I could click on a slot (in the handy chest), and make that individual slot a void filter of sorts. So I hook up the chest to a mob farm, and tell it that I don't want more than 1 slot of bones, void the rest. This way, I get the simplistic one-stop shop view of the chest, without having to hassle with making a crate for every item in the game.
So those are the two main things that are causing a lot of friction while I'm deciding which mod I want to use for storage. I wanted to use this one, specifically this Handy chest. You have crates, but I would rather use RealFilingCabinets if I go that route, because I didn't want to take up all that block space that single or 9 slot crates do. Plus, crates don't handle books and sword drops well, so I was really hoping to get this mod to work for my needs.
In the end, i guess I won't be using the chest, but I will use the bag. It's a great bag. The update feature doesn't seem to work though, the "energy battery" from "integrated dynamics" isn't getting charged while it's in the bag. no big deal though, i'll just use that bag space for something else. Love how the bag works. my only suggestions for improving it would be, give me a void trash can area in it, and let me link it to the ender creation station. So i can have a full size crafting menu on the E key.
oh and I linked the bucket to a lava barrel in SF4, from another mod, and it wouldn't seem to work with it. don't know if you care about that - guess I would love it if you could give me your own version of a fluid tank, and also limit the bucket to 1/1 fill levels so that it might work better with other things.
edit: oh and the memory lock feature of the memory chest, would also be great on the handy chest. really useful to have a slot "locked" to that item when you pull all the item out but a pipe is stuffing the chest.
It has been a long time since I worked on this mod, so I don't even quite remember anymore how everything works and what features each of the items and blocks has at this point...
Transferring item between cards is something that I probably should have added, I guess most mods that have a similar "storage item/disk" type things usually have a way to automatically transfer over items. I believe you can dump all the Handy Bag contents to a block inventory though, or pick them up from one (it's probably in the long tooltip)?. So you can probably transfer the items between cards via that, by putting the other card in the bag and the other card in a Handy Chest. Or using two Handy Chests and then the Inventory Inserter or whatever the EnU pipe thing was called, set to delay 1 and max stack 64 it should be fairly quick.
I can see how a void capability in the Handy Chest would be useful. But I would probably not add it to the existing block, but maybe rather add a new Voiding Handy Chest variant instead, so that it's clearer and you don't accidentally void stuff. Or maybe it would be an upgrade module, maybe even the existing Barrel Void Upgrade whatever it was called, and there would be a new upgrade slot in the GUI.
As for voiding stuff via the bag/in your inventory, the Item Pickup Manager is kinda meant for managing your own inventory and item pickup. It's not quite the same if you would want to be able to shift click stuff to the bag and have the overflow after the given slots get voided or something. But if there is simply some item type that you want to void all of, then you could use the I.P.M to send it to a trash can. I don't even remember, does the Handy Bag have an option to only auto-pickup to existing partially filled slots? Then you could combine the bag and the IPM to get that functionality, as the order of the items in your inventory determines which item handles the item pickup event first. So if the bag has that "fill existing slots" pickup capability, and you put the bag to the left of the IPM in your inventory (on the same row, or above if they are on different rows), then the bag would try to handle the picked up item first, and then the IPM would handle what got left over.
As for the item upgrade option not working, I guess that just depends on how that mod handles their item updates. I don't think there is really anything more I could do from my side other than look at their code and figure out a specific solution, but in general I don't like doing that, as it's a massive maintenance burden. If the "generic, vanilla-like" solution doesn't work, then it just doesn't work.
And for the linked bucket. It should work with any tanks that use the Forge fluid handler APIs. Note that the tank side you link it to does matter, if the tank only has fluid access on some sides, like the Thermal Expansion portable tank thing that only works from the top and the bottom, and it also depends on the input/output mode the tank is set to. Also did you have a capacitor in the bucket, I believe it needs energy for the remote/teleport fluid movement?
All in all whatever I mentioned here, I'm not sure if anything major will get added or changed in the 1.12.2 version anymore at this point. If i start touching code there, then I might accidentally break something since I don't really remember how everything goes together and works anymore. And also looking at that old code might lead to a rabbit hole of me wanting to rewrite and clean up the entire mod. I kinda need to do that anyway if/when I ever port the mod to later MC versions, but that rewrite probably shouldn't happen in 1.12.2 anymore, as that version would likely not be fully compatible with the current world saves, and also some stuff would need to change in 1.14+ anyway so part of the rewrite effort would be wasted in 1.12.2. And also I'm extremely swamped with working on other mods these days, so a bigger rewrite or new features in EnU would need some notable time allocation from other things. So basically currently I'm not sure if or when I might still work on the 1.12.2 version. if I do, it would be some kinda smaller things like maybe adding an upgrade slot to the Hand Chest for void upgrades and/or slot locking.