Author Topic: [MOD] TrashMan  (Read 6607 times)

multox

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[MOD] TrashMan
« on: December 11, 2017, 02:55:02 AM »
Description
Let's you mark with a click all of those hundreds of useless items to sell all at once the next time you visit the appropriate merchant.  Provides a UI so that you can select which tiers of items to sell.  Items already favorited will not get marked for sale.

Notes
This is the initial alpha release and most likely has lots of bugs. 

Mod Compatibility
Compatible with all other mods.

Version Compatibility
This has only been tested against Avorion Beta 0.15.7

Installation
  • Extract the zip file to your Avorion directory.  No files will be overwritten unless you already have this script installed.
  • Option A: Use the ShipScriptLoader at http://www.avorion.net/forum/index.php/topic,3918.0.html
    Option B: Hit enter and paste this into your chat window
    /run Entity():addScript("../../mods/TrashMan/scripts/TrashMan.lua")
    (With option B, you will have to do that once each time you create a new ship.)
  • If you're playing on a dedicated server, the server also must have this mod installed.




« Last Edit: December 16, 2017, 09:31:28 PM by multox »

Hammelpilaw

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Re: [MOD] TrashMan
« Reply #1 on: December 12, 2017, 04:20:01 PM »
Great mod, will try to implement this into our modpack soon  :)
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multox

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Re: [MOD] TrashMan
« Reply #2 on: December 12, 2017, 11:43:07 PM »
Great mod, will try to implement this into our modpack soon  :)

Thanks!  I'm glad you like it.  May I ask which mod pack that is?  Is it DockBuilder?  I'd like to pull it down when you're done.

Hammelpilaw

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Re: [MOD] TrashMan
« Reply #3 on: December 16, 2017, 09:00:17 AM »
Thanks!  I'm glad you like it.  May I ask which mod pack that is?

Our server modpack, not a mod  ;) There is no download in the forum, you must only download it when playing on our server.
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Hammelpilaw

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Re: [MOD] TrashMan
« Reply #4 on: December 17, 2017, 05:30:58 PM »
You may want to add these lines to your script. It changes the mod icon (icon is included in vanilla game).

Code: [Select]
function getIcon(seed, rarity)
    return "data/textures/icons/trash-can.png"
end
Scrap Yard Galaxy
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If you find a bug in my mods please contact me.

multox

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Re: [MOD] TrashMan
« Reply #5 on: December 17, 2017, 09:51:49 PM »
You may want to add these lines to your script. It changes the mod icon (icon is included in vanilla game).

Code: [Select]
function getIcon(seed, rarity)
    return "data/textures/icons/trash-can.png"
end

Will do, thanks!

Zilch

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Re: [MOD] TrashMan
« Reply #6 on: December 18, 2017, 09:51:23 PM »
Any way to implement this for the Alliance inventory?

Devious

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Re: [MOD] TrashMan
« Reply #7 on: December 24, 2017, 10:29:42 PM »
Loving your mod so far, are you working on alliance integration?

If you need help with that, find us on Dirty's modding Discord: https://discord.gg/njAAxDc

Kilandor

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Re: [MOD] TrashMan
« Reply #8 on: January 07, 2018, 07:01:41 AM »
Thanks for this. I hadn't started modding in Avorion yet  I was able to use this as a basis for something I wanted to do. Which was Clear Recent Items.

So 2 things I would like to see. First something to remember what you set so you don't have to keep setting it.
The second is a simple change is related to what I made my mod for. When you remove and add the items they come back as "new" items.
If you change
Code: [Select]
inv:addAt(iitem, index, amount)to
Code: [Select]
inv:addAt(iitem, index, amount, 0)
It will change it so the item doesn't appear as "new" and flashing.

You could make it a checkbox option if you wanted but I would think if people are trashing items they don't care for it to show up as a new item.

Mattoropael

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Re: [MOD] TrashMan
« Reply #9 on: April 23, 2018, 08:48:48 AM »
Looks like it's semi-broken after Combat Update.

Works fine until you have the new consumable items in your inventory.

donvdp

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Re: [MOD] TrashMan
« Reply #10 on: November 30, 2018, 09:03:46 PM »
Yeah it is broken, i have a whole lot of inventory that does not get selected as trash, so now im stuck highlighting each and every turret by hand (only 1943 turrets to go).

Valgrick

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Re: [MOD] TrashMan
« Reply #11 on: December 04, 2018, 01:03:21 AM »
I can confirm that is it broken as well

Looks like everything is broken tbh, im getting errors for everything.
 Look at this:
Spoiler: show


That should give you an Idea at least about what is going on.

Sarok

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Re: [MOD] TrashMan
« Reply #12 on: December 31, 2018, 10:41:19 AM »
Hallo,

ich bedanke mich für den sehr nützlichen MOD!!
Seit dem Neuen Update funktioniert er nicht mehr.
Ich hoffe das dieser extrem nützliche MOD wieder zum laufen gebracht wird.

lg
Sarok

Sarok

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Re: [MOD] TrashMan
« Reply #13 on: January 30, 2019, 11:08:09 AM »
Hallo nochmals,

wollte nur erfragen ob dieser extrem gute Mod auf die NEUE UPdate angeglichen wird?
Würde mich sehr darüber freuen!

lg
Sarok

STREALOK

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Re: [MOD] TrashMan
« Reply #14 on: April 26, 2019, 05:44:26 PM »
man. i wish you the best with updating this, really looked forward to using it untill i saw how old it was :,q huge huge timesaver