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unified_inventory API
=====================
This file provides information about the API of unified_inventory
and can be viewed in Markdown readers.
API revisions within unified_inventory can be checked using:
(unified_inventory.version or 1)
**Revision history**
* Version `1`: Classic formspec layout (no real_coordinates)
* Version `2`: Force formspec version 4 (includes real_coordinates)
* Version `5` (Y2025): unified_inventory_hide_uncraftable_items
* Version `6` (Y2026): Support for multiple craft outputs
Misc functions
--------------
Grouped by use-case, afterwards sorted alphabetically.
* `unified_inventory.is_creative(name)`
* Checks whether creative is enabled or the player has `creative`
Callbacks
---------
Register a callback that will be run whenever a craft is registered via unified_inventory.register_craft.
This callback is run before any recipe ingredients checks, hence it is also executed on recipes that are
purged after all mods finished loading.
unified_inventory.register_on_craft_registered(
function (item_name, options)
-- item_name (string): name of the output item, equivalent to `ItemStack:get_name()`
-- options (table): definition table of crafts registered by `unified_inventory.register_craft`
end
)
Register a callback that will be run after all mods have loaded and after the unified_inventory mod has initialised all its internal structures:
unified_inventory.register_on_initialized(callback)
-- The callback is passed no arguments
Accessing Data
--------------
These methods should be used instead of accessing the unified_inventory data structures directly - this will ensure your code survives any potential restructuring of the mod.
* `unified_inventory.get_recipe_list2(output_item)`
* Returns a list of registered recipes for the given `output_item` (string, item name).
* Output example:
---
{
{
type = "normal",
items = { "default:stick", "default:stick", "default:stick", "default:stick" },
output = { ItemStack("default:wood") },
-- ^ Craft outputs. This is always a table of `ItemStack`s.
width = 2
},
{
type = "shapeless",
items = { "default:tree" },
output = { ItemStack("default:wood 4"), ItemStack("mynaturemod:resin 2") },
width = 0
},
...
}
---
* `unified_inventory.get_recipe_list(output_item)`
* This function is deprecated and will be removed in future releases.
* Returns a list of recipes like `unified_inventory.get_recipe_list2` but does not
contain recipes with multiple outputs.
* The `output` field is of the type `string` (e.g. `default:stick 3`).
* `unified_inventory.get_registered_outputs()`
* Returns a list of item names that appear in a craft output.
* Output example:
---
{
"default:stone",
"default:chest",
"default:brick",
"doors:door_wood",
...
}
---
Pages
-----
Register a new page: The callback inside this function is called on user input.
unified_inventory.register_page("pagename", {
get_formspec = function(player)
-- ^ `player` is an `ObjectRef`
-- Assemble the formspec string here
return {
formspec = "button[2,2;2,1;mybutton;Press me]",
-- ^ Final form of the formspec to display
draw_inventory = false, -- default `true`
-- ^ Optional. Hides the player's `main` inventory list
draw_item_list = false, -- default `true`
-- ^ Optional. Hides the item list on the right side
formspec_prepend = false, -- default `false`
-- ^ Optional. When `false`: Disables the formspec prepend
}
end,
})
Buttons
-------
Register a new button for the bottom row:
unified_inventory.register_button("skins", {
-- ^ Technical name of the button
type = "image",
-- ^ Supported types: `"image"`.
image = "skins_skin_button.png",
tooltip = S("Shows some skins"),
hide_lite = true
-- ^ Button is hidden when following two conditions are met:
-- Configuration line `unified_inventory_lite = true`
-- Player does not have the privilege `ui_full`
condition = function(player)
return true
end
-- ^ Optional callback to check whether the button is enabled for the given
-- player (an `ObjectRef`). If used, it must return a boolean.
action = function(player)
return
end
-- ^ Optional. Called when the player (an `ObjectRef`) presses the button button.
-- By default, the inventory page of the same name will be shown.
})
Crafting
--------
The code blocks below document each possible parameter using exemplary values.
Recipes must be registered before the first server step (`core.register_globalstep`).
Provide information to display custom craft types:
unified_inventory.register_craft_type("mytype", {
-- ^ Unique identifier for `unified_inventory.register_craft`
description = S("Sample Craft"),
-- ^ Text shown below the crafting arrow
icon = "dummy.png",
-- ^ Image shown above the crafting arrow
width = 3, -- Optional. Default: 3
height = 3, -- Optional. Default: 3
-- ^ Maximal input dimensions of the recipes.
dynamic_display_size = function(craft)
-- ^ `craft` is the definition from `unified_inventory.register_craft`
return {
width = 2,
height = 3
}
end,
-- ^ Optional callback to change the displayed recipe size
uses_crafting_grid = true, -- Optional. Default: false
-- ^ Whether the recipe can be crafted in the player's crafting grid.
-- For example, `false` hides the "To craft grid:" buttons.
})
Register a non-standard craft recipe:
unified_inventory.register_craft({
type = "mytype",
-- ^ Craft type. This can be one provided by the engine (e.g. "cooking", "shapeless", ...)
-- or custom (see `register_craft_type`).
output = "default:foobar", -- == 1 output
output = { "default:foobar", "bar:baz 5" }, -- >= 1 output
-- ^ Craft outputs. Entries may be an `ItemStack` or an itemstring.
items = {
"default:foo", "bar:baz",
"default:bar", ""
},
-- ^ Craft inputs. See also: `core.get_all_craft_recipes` -> `items`
width = 2,
-- ^ The width of the recipe - in items. Same as `core.register_craft`.
})
Categories
----------
* `unified_inventory.register_category(name, def)`
* Registers a new category
* `name` (string): internal category name
* `def` (optional, table): also its fields are optional
* Example usage:
---
unified_inventory.register_category("category_name", {
symbol = source,
-- ^ Can be in the format "mod_name:item_name" or "texture.png",
label = "Human Readable Label",
index = 5,
-- ^ Categories are sorted by index. Lower numbers appear before higher ones.
-- By default, the name is translated to a number: AA -> 0.0101, ZZ -> 0.2626
--- Predefined category indices: "all" = -2, "uncategorized" = -1
items = {
"mod_name:item_name",
"another_mod:different_item"
}
-- ^ List of items within this category
})
---
* `unified_inventory.remove_category(name)`
* Removes an entire category
Modifier functions (to be removed)
* `unified_inventory.set_category_symbol(name, source)`
* Changes the symbol of the category. The category does not need to exist yet.
* `name` (string): internal category name
* `source` (string, optional): `"mod_name:item_name"` or `"texture.png"`.
Defaults to `"default:stick"` if not specified.
* `unified_inventory.set_category_label(name, label)`
* Changes the human readable label of the category.
* `name` (string): internal category name
* `label` (string): human readable label. Defaults to the category name.
* `unified_inventory.set_category_index(name, index)`
* Changes the sorting index of the category.
* `name` (string): internal category name
* `index` (numeric): any real number
Item management
* `unified_inventory.add_category_item(name, itemname)`
* Adds a single item to the category
* `itemname` (string): self-explanatory
* `unified_inventory.add_category_items(name, { itemname1, itemname2, ... }`
* Same as above but with multiple items
* `unified_inventory.remove_category_item(name, itemname)`
* Removes an item from the category
* `unified_inventory.find_category(itemname)`
* Looks up the first category containing this item
* Returns: category name (string) or nil
* `unified_inventory.find_categories(itemname)`
* Looks up the item name within all registered categories
* Returns: array of category names (table)