Jade ๐Ÿ”

Jade ๐Ÿ”

93M Downloads

The "Required Tool" Doesn't also use the `HarvestCheckEvent`

Soaryn opened this issue ยท 4 comments

commented

Mod loader

NeoForge

Minecraft version

1.21.x

Mod version

15.1.6

Modloader version

Neo 21.1.6

Modpack info

No response

[IMPORTANT] If bug:

  • I have confirmed this bug is reproducible on a minimal setup, not a modpack with many other mods.

[IMPORTANT] If bug: The latest.log file, not the crash report

No response

Issue description

Basically I wanted to add the ability for certain items to break certain blocks. In order to do this though, I can't use data components to set the ToolRules for items I don't own, as the only event we have to modify those components, plays before tags are read in for items.

The alternative way to handle this then, is to use a combination of events in Neo to change the breakspeed and the harvest check. Jade's only problem here is the checkmark vs cancel sign that shows on the tooltip when a block is set to have toolRequired.

An Example of something without required appears fine. The tier is correct.
image

However, when looking at something that requires a tool but uses the HarvestCheckEvent and would allow, it shows it is not correct which may mislead players
image

Suggested Idea

Have the tooltip when a tool is require just call the event given I think most of the data is already present.

This might be tangentially related to #432 Given that the checks for tiers may result in a similar check since Minecraft changed how their tags work for block break tiers.

commented

I don't see any difference between the two images. And I can't find a class called HarvestCheckEvent

commented

OH! It copied the wrong pic in the second! I am so sorry!
image
Specifically the pickaxe here.
image

As for the class it is PlayerEvent.HarvestCheck. If you use Intellij (no worries if not) double shift is reaaally nice in this regard, just need to make sure you have the include non-project
image
(The only downside is when you have several mods in the environment, it will see multiple copies of neo)

commented

Just XyCraft featurs I am working on, FramedBlocks, Mek, AE2, and neo, but just making a event subscription of

        @SubscribeEvent
        private static void harvestCheck(PlayerEvent.HarvestCheck event) {
            event.setCanHarvest(true);
        }

would be likely enough regardless of mods available to showcase the tooltip on the top bar not showing that the tool can actually mine the block

commented

what are the mods that you are testing with?