Player inventory has been changed!
The top left displays your name and title.
Top right displays your health, armor, speed and strength. Under that is your XP. Don't worry, XP is still also shown above the hotbar.
Center right is the crafting grid.
Bottom is the hotbar and internal inventory.
Then there's the armor paper doll area. What you see in the image is with nothing equipped - those greyed out icons are part of the GUI to show you what each slot is for.
The left three slots, from top to bottom are:
Title scroll. Placing a title scroll in this slot will cause a title to appear below your name, both in this GUI and above your player's head and will be visible to other players. Titles are special achievements you can earn in various manners, such as completing long, difficult quest lines, achieving high reputation levels with factions, progressing far into a tradeskill/mod, loot from difficult bosses and dungeon, completing certain difficult trade routes, and many other methods.
Back item. We still need to tweak various mods to make this happen, but, the plan is to make this the slot for equipping cloaks, backpacks and tradepacks.
Ring 1.
The 4 middle slots, from top to bottom, are your standard 4 armor slots. Nothing special here.
The 3 right slots, from top to bottom are:
Amulet.
Bracer.
Ring 2.
This GUI includes anything and everything you need to see regarding your inventory. There's no additional tabs or windows (such as needing to click the Baubles ring to access the Baubles window) - all the information you need about your inventory is in one single GUI, making it easy for players to access and manage.
I plan to do all GUI windows using this same stone texture... and may even create alternatives as resource packs for players to have access to switch to if they don't like this one.
Some thoughts on jewelry:
Mariculture seems to have its own jewelry system, including its own method of enchanting (something about a mirror and pearls). That's most likely going away, and I'll be merging Mariculture enchants with the current Tradewinds method of enchanting. This means disabling mirrors, removing crafting recipes for Mariculture enchants, and repurposing Mariculture jewelry and pearls to be aligned with all other methods of enchanting.
For example - Tradewinds has a new enchanting table that doesn't require bookshelves thus having no upper limits to levels. This new table also requires both items and experience to not only enchant items, but to craft certain magical items. Anything that deals with Minecraft 'magic' (enchanting and such) will use this new enchanting table in some way as part of the crafting and enchanting of magic items.
So, Mariculture adds its own enchants and items (like pearls, coral, etc)... so, Mariculture enchants can be applied to things, would require them to be made via this table, and would require some Mari items as ingredients, such as pearls.
Additionally, I'm toying with the idea of not allowing any and all crafted armor and weapons to be simply enchanted. Crafted armor and weapons can have unique properties, but magical armor and weapons might need to be obtained in a different manner. Not sure yet, and open to suggestions on this...
But, one thing I certainly want to approach is the functionality and magical classification of jewelry.
Currently, there's 3 types of jewelry. Ring, amulet and bracer.
I kinda want each type to serve a different classification of purpose. Such as, rings provide powerful yet temporary buffs. Amulets offer finite protection. Bracers... maybe offensive effects?
For example. You can craft a 'blank' ring. You can stick the ring in the enchant table and apply a limited range of potion effects and enchants to it, such as health regen, absorption, invisibility...
The ring only applies the effect when you place it in a ring slot. Once you place it in the ring slot, it begins draining. There will be a durability indicator on the ring, the slowly drains while equipped. Once it drains completely, the ring breaks, and you no longer get the potion effect.
There will be different kinds of rings, as well, like silver, gold, etc, with each one having different base durations (silver could be 5 minutes, gold 10 minutes, etc)
Next is amulets, which can be enchanted with defensive effects, like protection, blast resistance, fire resistance, etc. Amulets aren't duration based like rings, but instead work off of individual hits. Anytime you take damage from the damage type the amulet provides protection for, the amulet's durability is reduced. So, a fire resistance amulet will only lose durability when you take fire damage.
Bracers provide offensive capabilities, like strength, wither, bane of anthro, etc. Bracers take durability when you deal damage, just like weapons.
Not sure how I want cloaks to function. Perhaps make them purely aesthetic and as rewards for things like mastering a mod (kinda like Runescape skill cloaks for maxing out a skill - if you get far enough in, say, Forestry bees, you get a bee cloak)