Inventory

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The Inventory is the menu that the player uses to select and organize items they hold. From this interface, a player can use equipments , tools and access the Basic Crafting menu. It contains 15 slots by default for items to be allocated when picked up.

Overview

This is the inventory button's icon.

The player's inventory can be accessed by tapping the button on the main GUI. It is represented by a translucent red circle with a backpack inside it, located on the left side of the display.

When the button is tapped, the inventory menu opens up. It contains a large space for item slots (Including three Equippable slots for Headwear, Armor and Tool), a trash button, an Exit button on the top right corner, and two buttons on the top of the interface leading to two different menus. The first is the Inventory itself, and the second is a crafting button that gives access to the Basic Crafting interface. If the Huge Inventory pack is purchased, two more buttons appear at the bottom of the GUI, which can be used to switch between 30 different slots.

When the player exits a save slot or Public Server, the inventory and all items within it are normally saved, so the player retains the same items upon entering different Personal Worlds/Public Servers.

Inventory slot interactions

Holding an occupied slot shows a preview of it. Dragging one on top of another occupied slot swaps the two, or merges them to the intended stacking limit if they are the same item.

To interact with an item in the Inventory, the player can open it's Interaction Tab by tapping on it. The tab contains the following use-specific buttons:

  • Place Item: Used for building blocks
  • Use: Used for Component items (Paints, Music Discs, Blank Canvases)
  • Eat: Used for food items and Potions in the Inventory
  • Equip: Used for equipment in the Inventory
  • Split Stack: Edit a stackable item's stack size in one slot. The remains are distributed to the first available slot.

Dragging an item into the trash container icon near the UI's bottom right corner will discard of it.

For blocks which can store items (Containers, some Utility Blocks and some Functional Decoration) or Companions, a second Inventory opens up in place of the Default Crafting Menu. This introduces two buttons:

  • Store Item: Stores an item to the second Inventory
  • Take Item: Takes an item from the second Inventory

Alternatively dragging the item into the Inventories' buttons also works as an intended mechanic [1]

Item Management

Most of the items in Hybrid Animals cannot stack. The ones that currently can are some Food items, ,all walls/fences, and all paths.

If the Inventory is filled and there are no slots left for new items, picked-up items will not be acquired, and will instead display the text "Inventory Full!" which suggests you throw an item away, so you can gain the item. Likewise, if container[2] items are attempted to be taken out whilst the Inventory is full, the item will not be acquired. Instead, it is returned to the container.

For items coming from Ores or Cactus plants, it's recommended to always leave some room for item collection, as the items they give you are not dropped on the ground and will not come back if you reorganize the inventory after getting the "Inventory full!" notification.

Worldcheck

Worldcheck is a rumored anti-cheat measure in the code that checks for illegal items in the player's inventory files. Initially pitched to TFH by Newb during his ban (And promptly rejected by community members along with everyone within the CAH), some counts of it acting upon players' files have been recorded, such as the corruption, total loss and call for restoration of Eris' Illegal Items Archive.

The system activates randomly at any given time. When activated, Worldcheck will scan all inventories in the player's files and checks if every item in them has a legitimate Item ID. If at least one returns false, the system will automatically corrupt the owner's game slot to varying effects, but will ultimately make the entire game (and the associated multiplayer account) buggy and unplayable.

Worldcheck's activation does NOT notify the player, and does NOT have any detectable visual symptoms in gameplay. Its apparent activation also does not appear in the debug logs, even from pre-Version 200603.

Though it is a recent discovery, several notable players (Lemon, ILuv, Eris, Dragoriki, firstername, etc.) have attested to losing their slots to Worldcheck, with most even forced to delete their games.

Symptoms of a successful Worldcheck scan include:

  • Buggy chunk loading (disappearing chunks, floating structures, extremely slow rendering)
  • Buggy gameplay interactions (unusable Functional Decoration; unusable Buildings; wrong building interiors; out-of-bounds building interiors; unusable stairs, trapdoors, cave ladders, Beanstalks, or Spooky Wells; disappearing placed items; un-openable Locks; disappearing Locks)
  • Buggy NPCs and Companions (un-interactable NPCs; wrong name pets, un-interactable pets, disappearing pets, being unable to take an owned companion)
  • Bugged Land Claims (being unable to build in areas claimed under your name, being unable to add names to land claims, etc.)
  • Bugged (legitimate items displayed as loading items, disappearing chest items, un-openable containers)

Worldcheck could potentially be avoided by deleting every illegitimate item in a player's file before it is triggered. This includes the main Inventory, Companions attributed to the player, and every container placed throughout the world AND accessible multiplayer servers.

Notes

  1. The mechanic also produces a bug. If the item is dragged into a menu without an Inventory, it's effectively discarding it as there is no real method to get it back.
  2. Chests and Baskets.