Minor bump, is there a way to have one storage brick serve each player as their own individual inventory? I want to set up a shop system so that players can send items straight to storage, but the entire idea of giving them storage goes beyond wonkiness unless it can be one centralized brick for everyone. (Think along the lines of Netherchests in Minecraft)
You mean like opening certain inventories relative to each player? Sure, that should be possible by changing the brick's name to the player's name when accessed. The setBrickName event doesn't support VCE, but I'll include an event for this in v4. In the mean time, you could use the backpack inventory and disable the item requirement, if that would help.
IS Update: Item-Stacking and Encumbrance are basically done. If y'all have ideas for any new VCE vars or events please let me know. I'm also planning to include the following in v4:
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Improvement to the remote access system (it'll now reference a brick's position, instead of it's ID, so you don't have to keep updating the source brick if used).
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Removal of event restrictions (players who don't want to download the add-on for themselves will still be able to store items and use other add-on features through events - it'll also adapt to use default message boxes instead of the custom ones; the restriction to use the inventory GUIs will remain though).
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Many suggested additions/fixes (removal of the item on a player's back if transferred, clearing a backpack's inventory on player death/respawn, VCE vars for accessing item stack/weight values, new Events, option for automatically backing up save files (encase the server crashes while writing a save file), increase in quota-limits, added server-sided transfer security, in-game manual, auto-updating of the player's inventory window if items are picked up or dropped while open, support for items without preview-icons (and possibly invalid icons), application of the download-restriction script to the backpack, and more!
PTG Update: Infinite terrain generation is now working! Chunks are now built and removed relative the the set area around the player (pictured below). I'm going to eventually set it up to work with multiple players, as well as to save chunks in .bls format (to avoid going over the brick limit; player-bricks will also be handled in the chunks, so you'll be able to build as much as you want and hardly ever have to worry about the brick limit again).