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Creativerse Wiki

Inventory sensor craft.png
Inventory sensor unlock.png
Inventory sensor activated.png
Inventory sensor deactivated.png
Inventory sensor full ui.PNG

Inventory sensor wiring ui.png

Inventory Sensor with Wiring Tool active

Inventory Sensor painted Yellow 1/Spring Green 1

Basic Information[]

The Inventory Sensor is an activation device and part of the Wiring system in Creativerse. Inventory Sensors can be activated by players that have specific items in their inventory within a certain height/width/length as defined by the player in the settings. They work almost exactly the same as ordinary Sensors, except that instead of sending "true" every time a player enters their range, they only send "true" if that player has the specified items in their inventory.

Inventory Sensors allow selecting up to three items and sending a "true" signal when a player who has all those items in their inventory enters the (configurable) sensor area.

How to obtain[]

Inventory Sensors can be crafted in your Crafting Menu, but only after their crafting recipe has been unlocked for free in your Crafting Menu (that can be opened by typing "q" as the default key).

Inventory Sensors cannot be obtained from any Creatures or randomly spawning Treasure Chests. They can be bought as part of building kits for customizable Blueprints for QBits. Please note that none of these purchases will unlock the crafting recipe in the Crafting Menu.

Unlocking the crafting recipe[]

To unlock the crafting recipe for Inventory Sensors for free in your Crafting Menu (to be opened by "q" as the default key), you'll need to craft or obtain:

How to craft[]

To craft one Inventory Sensor at a time in your Crafting Menu, you'll need:

How to use[]

General usage[]

To use an Inventory Sensor, it must be placed into the game world and wired to one or more receiving wireable object/s like doors, wicket gates, trap doors, lamps, beacons, arc signs or machines. You can turn Inventory Sensors off or on by interacting with them, either by pointing at them and pressing "f", or right-clicking.

You can fully rotate Inventory Sensors into all directions by pointing your cursor at them, then pressing and holding R (as the default key) and then moving the mouse while holding down the left mouse button. The chosen rotation angle can be "locked" too by simply typing "r" while looking at an already rotated item, so that all items of the same stack in the chosen quickslot will then face the same direction when being placed.

Like most other placeable items, Inventory Sensors can be painted, with the primary color influencing the color of the grey parts of the sensor, and the secondary color influencing the color of the glowing stripes. They can also be put into displays, where they will be shown at a reduced size.

Inventory Sensors can be picked up without the need to equip any Power Cells if you match or outrank the permission level of the sensor that has been defined by its owner. Of course you won't be able to pick up such objects on game worlds, on player claims or in Adventures where your Permission rank is not sufficient (mainly when you are merely a visitor), which can only be changed by the owner of the game world, the respective claim owner or Adventure creator.

How to wire[]

To wire Inventory Sensors, equip an Wiring Tool and point your cursor at the Inventory Sensors that you have placed into the world. Their connectors will become visible, and you can wire their "Send" Connector to the "Receive" connector of another wireable device, e.g. a logic gate or an activatable object like a door or lamp. You can also wire their "Receive" connector to another activation device like a switch or logic gate if you want to turn the sensor off. Wiring Output Hotspot Focused.png Wiring Input Hotspot Focused.png

Type "n" (as the default key) to inspect the wiring window of the Inventory Sensors if you wish to type a code word into the receiving array that you should then also use in the sending array of the activation device/s to connect them or use non-default trigger settings.

  • A Inventory Sensor has one input field, one output field, three sliders for setting the size of the sensor area, a text area for showing a message to the player, and three slots for items that the player needs to have in their inventory. The Inventory Sensor will send a "true" signal if a player enters their sensor area with the required items in their inventory/hotbar, and a "false" signal when a player leaves the sensor area or enters the area without the required items.
    • The "Receives" input field can be wired to an activation device like a Switch, and will turn the sensor on if it receives a "true" signal and off if it receives a "false" signal.
    • The "Width", "Length" and "Height" sliders control how big the sensor area is. Their minimum value is 1 and maximum value is 32, and the sensor itself will be in the corner of the area. The sensor area is displayed as a transparent light blue cuboid when the Wiring Tool is active, so you can easily check whether the sensor area is in the correct place.
    • The "Show message" field allows you to write a message that is displayed to players who enter the sensor area. Note that this is displayed regardless of whether the player has the required items in their inventory or not. You can use {PlayerName} to show the player's name in the message.
    • The three inventory slots allow specifying what items the player needs to have in their inventory. You can add items there by dragging them from your hotbar to the slots, or by dragging them from the item menu that opens to the left of the crafting UI. "Putting" items into these slots does not actually remove them from your inventory. The amount of the items matters - if you drag a stack of three Stone to the slot, the Inventory Sensor will only send "true" if the player has at least three Stones in their inventory. To put a single item from a stack to the slot, you can drag the stack over the slot and right-click with the mouse.
    • There are also two checkboxes, "Players" and "Creatures". The "Creatures" checkbox does not seem to do anything - the Inventory Sensor does not activate on creatures even if no items are specified in the inventory slots. The "Players" checkbox controls whether the Inventory Sensor reacts to players, but an Inventory Sensor that does not react to players is pretty much useless, so there is no reason to uncheck this.
  • Inventory Sensors are most commonly used as wired directly to some sort of activation device like a door or a light.
  • You can write code words into the arrays for "sends" and "receives" and then use these same code words in the correlating arrays of the activation devices and/or the objects that you want to activate/deactivate.
  • Edit Button.png by clicking on this icon, the Inventory Sensor can be renamed (30 characters). This can be useful for documenting more complex circuits.
  • Access Control Lock.png by clicking on this icon, access to the Inventory Sensor can be restricted by changing the permission settings so only players that match or outrank the set permission rank can use or even take the sensor.

Example: locking a door[]

This section gives step-by-step instructions how to wire an Inventory Sensor and a Door so the door would only open for players who have Stone in their inventory:

  • Equip a Wiring Tool and place the Inventory Sensor a few blocks away and lower than the door, so the sensor area would cover the door and some space before and after it, so the door could finish opening by the time the player gets there.
  • Aim at the Inventory Sensor and press "n" to open the wiring window. Set the fields as follows:
    • Set the Width, Length and Height sliders so the door and a small area before and after it is covered.
    • Write "stone_sensor" (or whatever name you like) in the "Sends" field.
    • Drag Stone from the item menu to one of the three square slots at the bottom of the wiring window. Select 1 as the count when prompted.
    • Save your changes.
  • Aim at the door and press "n" to open the wiring window. Set the fields as follows:
    • Write "stone_sensor" (or whatever name you used in the "Sends" field in the Inventory Sensor) in the "Receives" field - this connects the inventory sensor to the door.
    • Uncheck "Can Interact", because otherwise players who do not have the required Stone in their inventory could still manually open the door.
    • Save your changes.
  • You are now done - try walking up to the door with and without a block of Stone in your inventory.