Hotbar
A row of slots along the bottom of the screen showing what the Inventory holds, with how many. Pick a slot with the number keys or the mouse wheel; a BlockBuilder puts down the picked block.
Part of the Block Worlds module: Block worlds, Terraria style: worlds made from a seed (WorldGenerator), blocks that break, fall, glow and are kept in the save data (Blocks), digging and building (BlockBuilder), a Hotbar and Crafting, and the Sandbox template.
Requires: Inventory (what it shows)
Works with: BlockBuilder (puts down what’s picked)
Properties
Section titled “Properties”Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.
slots: a whole number = 9. How many slots it has, up to 10. (Field: a number.)selected: a whole number = 0. The picked slot, counting from 0. (Field: a number.)colors: lines of text: an array of strings, or one string with line breaks = []. Item colors for the slots, one per row: a name and a color, e.g. “Dirt #8B5A2B”. Others get a color from their name. (Items’ colors, one per row: a name and a hex color, e.g. “Dirt #8B5A2B”. The Inspector lists them a row each with the color shown.) (Field: its own editor: Item Colors.)
Actions
Section titled “Actions”What anything can make it do with no code: a Trigger’s do when its message arrives, a Contraptions Wire’s input as its signal comes on, a script’s Game.Do(entity, “Name”).
Next. Picks the next slot along, as the mouse wheel does (round to the first after the last).Previous. Picks the slot before, as the mouse wheel does (round to the last before the first).Pick(done with a whole number, its slot: a trigger’s with, 1 without one). Picks slot slot, counting from 1 as the number keys do.
Outputs
Section titled “Outputs”What anything can read with no code: a Counter’s, Bar’s or Text’s output, a Contraptions Wire’s output as its signal; Text shows names too, the rest read numbers, true as 1.
SelectedItem(a name). The item in the picked slot, or null if it’s empty.SelectedCount(a whole number). How many of the picked slot’s item it holds: the blocks left to place.Blocks(a whole number, read by a item after a colon, e.g. “Blocks:Dirt”). How many of item (e.g. “Dirt”) its slots hold. Read as “Blocks:Dirt”.
While the game runs
Section titled “While the game runs”Not saved with the scene; scripts read them, and entity_get shows them as live while the game plays.
selectedItem: text. The item in the picked slot, or null if it’s empty.selectedCount: a whole number. How many of the picked slot’s item it holds: the blocks left to place.
Scripts use it as Hotbar: its methods, events and values that aren’t saved with the scene.