InventoryManager 7.2 - Updated again!
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Released InventoryManager 7.0 (21. 11. 2020)
- complete clickgui settings overhaul
- actions can be bound to keys
- customizable item whitelist, blacklist
- sorting is now done before even throwing trash items
NOTE: This isn't fully finished and I'm not planning to finish it any time soon, report any bugs you find here.
If you want to stick to old version, download this: InventoryManagerLegacy.js
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@CzechHek said in InventoryManager 7.0:
Released InventoryManager 7.0 (21. 11. 2020)
- complete clickgui settings overhaul
- actions can be bound to keys
- customizable item whitelist, blacklist
- sorting is now done before even throwing trash items
NOTE: This isn't fully finished and I'm not planning to finish it any time soon, report any bugs you find here.
If you want to stick to old version, download this: InventoryManagerLegacy.js
pogers
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This post is deleted!
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@leejames2305 You might want to disable Clumsy
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@leejames2305 I've been especially fixing these kinds of bugs before release tho.
I've started woring on a rework recently, this release was just to prove a point or how do you call it, so you could see the new technic things.
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@player I am aware that this release isn't ideal, see my other comment. I've started working on another full steal sort drop recode and it is pretty much finished!
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InventoryManager 7.1 is here!
Introducing the most stable InventoryManager ever released, including all features of it's previous versions but rewritten from ground up!
Thanks @Alien-Gurke for beta testing.
On top of that there is more:
- fully rewritten code, now extremely simple core which uses complex utils (makes things more manageable)
- absolutely stable, no random freezes or missdrops that were in previous versions (you won't just lose your sword randomly)
- another complete UI overhaul, actions are now real modules (that are in TabGUI as well), now with proper binding screen
- customizable item whitelist and blacklist was completely recoded and now works based on item names (so you can whitelist your favourite special minigame items)
- changed arrangement of actions to further improve stability (opening chests moved to last)
- added an awesome feature IgnoreLootedChests that doesn't open chests that were opened by other players
- added NoWindowPackets that cancel any open close inventory packets and make all invopen mods bypass matrix
- InvOpen has various options: Require - you need to open inv manually, Simulate - manager opens it on serverside, None - ignoring inventory opening, closing
- actions have setting to make them visible in arraylist
- Throw Potions action now checks if you aren't standing on an edge (so you won't waste any more potions)
- fixed Select Weapons doing first hit with previous item
- smart block filtering, now it checks if block is a fullblock, if it doesn't have a tile entity and more instead of just a blacklist that was missing a lot of bad blocks
- made interactions with InventoryManager's configuration more LB like (chat messages are styled as LB messages + sound effects)
- added optimizations to only try sorting, dropping garbage, ... when inventory changes (doesn't try to check it every tick now)
- renamed a few values and made LobbyDetections fully toggleable
@Mustish @Player @Mattia @Leejames2305 @yorik100 @AnonHault @hahayes
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uh hey why isnt mine opening chest and chest stealing?
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@simplerganger Open Chests and Steal Items might be disabled in ClickGUI but there might be other causes. Contact me CzechHek#6969.
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@asutoboki-kun .binds has nothing to do with InventoryManager, send logs
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Caused by: java.lang.ArrayIndexOutOfBoundsException: -1 at org.lwjgl.input.Keyboard.getKeyName(Keyboard.java:429) ~[lwjgl-2.9.4-nightly-20150209.jar:?] at net.ccbluex.liquidbounce.features.command.commands.BindsCommand.execute(BindsCommand.kt:30) ~[BindsCommand.class:?] at net.ccbluex.liquidbounce.features.command.CommandManager.executeCommands(CommandManager.kt:65) ~[CommandManager.class:?] at net.minecraft.client.gui.GuiScreen.handler$messageSend$zbf000(GuiScreen.java:875) ~[axu.class:?] at net.minecraft.client.gui.GuiScreen.func_175281_b(GuiScreen.java) ~[axu.class:?] at net.minecraft.client.gui.GuiScreen.func_175275_f(GuiScreen.java:437) ~[axu.class:?] at net.optifine.gui.GuiChatOF.func_175275_f(GuiChatOF.java:41) ~[GuiChatOF.class:?] at net.minecraft.client.gui.GuiChat.func_73869_a(GuiChat.java:111) ~[awv.class:?] at net.minecraft.client.gui.GuiScreen.func_146282_l(GuiScreen.java:578) ~[axu.class:?] at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:534) ~[axu.class:?] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1674) ~[ave.class:?] ... 9 more
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@asutoboki-kun BindsCommand class is causing that. InventoryManager doesn't change anything regarding that. I've tried to execute .binds with IM and it worked.
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@czechhek said in InventoryManager 7.1 - Biggest update yet!:
Core: https://dyskord.cc/Core
InventoryManager: https://raw.githubusercontent.com/CzechHek/Core/master/Scripts/InventoryManager.js
Changelog
Released InventoryManager 7I feel like the old versions are much easier to use
Edit: Everytime I change one of the functions' like Drop Garbage it ends up crashing
"The game crashed whilst updating screen events
Error: java.lang.ClassCastException: Cannot cast net.ccbluex.liquidbounce.ui.client.clickgui.ClickGui$$NashornJavaAdapter to net.minecraft.client.gui.GuiScreen
Exit Code: -1"
But somehow the bind is still changed when I reload the game