diff --git a/mods/HUD/mcl_inventory/creative.lua b/mods/HUD/mcl_inventory/creative.lua index 39c275fbda..1093a07b8f 100644 --- a/mods/HUD/mcl_inventory/creative.lua +++ b/mods/HUD/mcl_inventory/creative.lua @@ -509,6 +509,7 @@ if minetest.setting_getbool("creative_mode") then end minetest.register_on_joinplayer(function(player) + -- Initialize variables and inventory local name = player:get_player_name() if not players[name] then players[name] = {} @@ -517,4 +518,5 @@ minetest.register_on_joinplayer(function(player) players[name].start_i = 0 end init(player) + mcl_inventory.set_creative_formspec(player, 0, 1, nil, false, "nix", "") end) diff --git a/mods/HUD/mcl_inventory/init.lua b/mods/HUD/mcl_inventory/init.lua index 9dbb734c59..772a75b078 100644 --- a/mods/HUD/mcl_inventory/init.lua +++ b/mods/HUD/mcl_inventory/init.lua @@ -168,7 +168,10 @@ minetest.register_on_joinplayer(function(player) armor:update_inventory(player) end - set_inventory(player) + -- In Creative Mode, the initial inventory setup is handled in creative.lua + if not minetest.setting_get("creative_mode") then + set_inventory(player) + end --[[ Make sure the crafting grid is empty. Why? Because the player might have items remaining in the crafting grid from the previous join; this is likely