SanityBags is a virtual bags system. I started writing it...oh, 5 months ago, and then got busy and never actually finished it. It's still unfinished, but it's a lot further along now.
What makes SanityBags unique is how you set up bags: Each bag has a filter that it uses to determine its contents dynamically. You may invert matches, and combine multiple statements for logical AND and OR.
bag:<integer> - matches all items in a given bag. "bag:1" would match all items in your backpack, for example.
name:<string> - matches all items whose name matches a given string. "name:poison" matches all items with "poison" in their name.
quality:[trash,common,uncommon,rare,epic,artifact] - matches items of a given quality
tag:<string> - matches all items that have a given Sanity2 tag.
(cat|category|type):<string> - matches all items that match a given Sanity2 custom category or default Blizzard categorization.
soulbound:(true|false) - matches items that are or are not soulbound
tooltip:string - matches all items with a given string in their tooltip.
You can combine terms to create complex queries. For example:
"name:potion quality:common, name:elixir, bandage" is equivalent to (name CONTAINS "potion" AND quality IS "common) OR (name CONTAINS "elixir") OR (ANYTHING CONTAINS "bandage").
A bag with no filter is a "catch-all" bag - anything that isn't handled by another bag will show up there. The backpack bag, by default, serves this purpose. Items may be matched by any number of bags, but an item that is matched by a filter will not show in the catch-all bag(s).
Ctrl-right-click a bag frame to get its options menu.
Bags stick together, and mousing over a bag will highlight it and show which other bags are attached to it by highlighting them.
Free slots are given to each bag either a) up to the number of free slots you have in your inventory, or b) till the last row is filled up. Dropping an item into any free slot anywhere will get it sorted into the right bag.
- SanityBags relies on Sanity2. Please download the latest version at http://files.wowace.com/Sanity2/Sanity2.zip if you plan to use this.
- This is late alpha/early beta and not everything works.
- There is a slow memory leak when bags are updated that I haven't nailed down, so be aware of that. However, the mod obeys the Enable/Disable commands nicely, (/sanitybags standby) so if you need to disable it, you can do so without reloading your UI.
- The bank module is not currently active, as it isn't anywhere near ready.
- PeriodicTable support is not in, despite what the tooltip says.
- Key bindings are a little odd right now. The first 5 bags created will assume the individual bag key bindings, but there aren't bindings for bags beyond that. I'll be putting that in eventually.
To be honest, I don't have a feature comparison with Baggins/Ark handy, because I haven't used them in a while. I just know that they didn't really offer the level of flexibility I wanted. I started writing SanityBags before both Baggins and Ark were released, so this is far less of a knockoff or intended replacement than it is a parallel development.
Sanity is no longer a dependency. Instead, there is a new item called SanityItemCache that provides the model to Sanity and SanityBags' views. It is the new dependency, but is far more lightweight.
* The biggest of the memory leaks has been fixed.
* Lots of bugfixes have gone into the bags
* There's been an UI overhaul
* Bags are now bindable with single keys now.
* Each bag has an optional "search" field now that lets you search within the bag's defined contents.
* A new filter "*" is available, which just shows everything without claiming ownership of it. The concept is still ill-defined, but it's a part of larger workings.
I did use a mod called Autobag. What it would do is have a onscreen box ( expandable to 4 slots) which would gine me easy access to quest items that need to be clicked on. First question, can Sanity do this, and will it stay onscreen in combat or close? Second question, if it doesn't do this....1) can u do this or 2) make it work with Autobag ? I am currently using Ark, and really enjoy, but I really miss being able to have access to a few items during a quest or whatever. I have asked in the ArkInventory forum and I have asked in the forum for new mods....no response.
SanityBags does indeed do this. Just create a bag, set its filter to, say, "tooltip:quest" and there you go, all your quest items in one bag. In the bag options, uncheck the "Opens with all" option, set a keybinding to it, and voila! You have a dynamically-sizing bag that you can put anywhere, open/close with a keybinding, can open/close in combat, and even search for a specific item.
I would like to know if there is an item assigned to a PT3 category can switch the category or bag it should go in, like a customization? Forgive me in that I have yet to try your mod out I am currently using Baggins which I spent some significant time customizing and i am curious to know how difficult it will be with SanityBags. The creation of Bags seems simple enough but what about making sure a specific item appears in that bag because I want it to when it falls into a PT3 category too broad to meet my needs?
Also, I am not I understand this statement:
Please note: Prior versions of Sanity are not compatible with these changes. If you want to run Sanity with these mods, you will need to use my development branch, which may be checked out here:
Does this mean I do not need Sanity2 anymore to have the same functionality it offers without SanityBags or am I just confused?
PT3 support isn't in for bags yet, but that's coming up very soon. You'll be able to very easily specify PT3 categories for a bag.
You don't need Sanity2 to work with SanityBags anymore, correct. There is a new version if you wish to keep using it, but the dependent portions have been pulled out into SanityItemCache, which is a separate addon.
One question, for some reason when I set the color and put the slider to 100% it keeps the background of the bags transparent (default). The border color choosing works fine and sticks but not the backgrounds.
Another question, in one of your screenshots you have a bag titled "Rogue Crap", I made one by using the filters name:poison name:powder but I was wondering if there is a variable for class? like class:rogue.