Composer preview zoom non-working
Baughn opened this issue ยท 5 comments
In contrast to the documentation, using the mouse wheel on the preview window does nothing. This is on rftools-1.12-7.23.
Is there any info I can supply to help here?
Hello, i have next to no experience in programing but i understand that the problem stems from a conflict between mods.
I would be happy if someone can explain how to change keybinds for zooming in and out when using the composer.
There's no keybind option in the minecraft control menu and i'm just too dumb to find a way to do it outside of the game.
I'm in version 1.12.2, and i play on the enigmatica 2 mod pack. I don't use mousetweaks that's why i want to change the keybind.
I have the same problem in all the mods modpack. I think it is another mod eating the mousewheel event (maybe mouse tweaks or similar)
Could be. I also have that mod installed, I'll check if it works without it once I get home.
Turning off the scroll wheel tweak in MouseTweaks does indeed make it work, no restart needed.
So that's something.
I wouldn't really call this "someone else's problem" as every mod seems to want the same keybinds (makes sense as some are easier to use than others)
the real problem is that when everyone claims the same ones, they all conflict and we have to choose which mods take priority or keep changing the keybinds between them.
maybe give a default of another modifier and scrollwheel, or do what journeymap does and make it + & - to zoom in and out. with a modifier even. mouse tweaks changing the scrollwheel keybind would be alot more of an issue for them than it would be for this mod i feel.
That said, I am not too lazy to change between the two using the configs. I just don't think you should expect your users to do that since many wont know how, or would be too lazy. for me, there is a way around it and that is enough, so im good. just throwing out ideas :P
another idea for @McJty or some other mod creator:
When a user hits a keybind that is conflicting with another mod, popup a window of some sort telling them what mods are claiming that button so they can know why it wouldnt do what they want and let them go directly where they need to in the controls to fix it the way they want.
Bonus points: Give the user a way to set an "active" mod for that keybind through that popup window, so all of those button presses redirect to that mod from then on. also give them a way to bring that popup up on their own to set a new "active" mod for the keybind. This lets them change what mod a keybind affects without having to dig through menus every 2 seconds.