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Event firing

muriplz opened this issue ยท 0 comments

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Describe the Suggestion

I've been working with Create mod and Claim mods for some years.

Some Create actions do fire events, such as Deployer being a fakeplayer, wrench use, etc.

But there are so many stuff that can be used to grief that never fires any event, and even trying to mixin into Create (Or porting lib in Fabric's case) is really hard.

This is a big suggestion, requires lots of work probably, and think which events are needed.

For example:

  • Anyone can disassemble a train: there's no event to cancel opening Station Screen. There's no event when you enterAssemblyMode.
  • Drills, harvesters, (any actor that is not a fakeplayer) doesn't fire any events. Either as a block or as a Contraption actor.
  • Toolbox equip, toolbox onBreakStart
  • Train control, relocation, schedule interactions
  • Clipboard edit, or ClipboardScreen opening
  • Glue creation, glue kill (this alone lets you take any base in 2 minutes with Glue, a rail, a minecart and a cart assembler)
  • Etc

The game is full of stuff that cannot be cancelled if you don't hardcode it to.
Which is understandable since it's not Create's priority, this is just a suggestion.

Screenshots and Videos

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Additional Context

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