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Showing results for tags 'feature request'.
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So I've been looking through resource packs a lot recently and I've come across an idea. I think it would be really cool to allow people to make a resource pack that makes use of the OreDictionary - for example, you define a model for oreCopper and every block that is registered as oreCopper uses that model.
There's currently no way to specify custom config GUI entries for properties created through the annotation-based config system without reflecting the Configuration instance from ConfigManager and calling Property#setConfigEntryClass manually. Could an annotation be added that allows a custom Property.Type or IConfigEntry class to be specified for the generated Property? On a related note, it's currently not possible to use GuiConfigEntries.BooleanEntry, GuiConfigEntries.CycleValueEntry or GuiConfigEntries.ChatColorEntry with Property#setConfigEntryClass because their constructors aren't public. Attempting to do so throws a NoSuchMethodException for the constructor when the config GUI is opened. It's also not possible to extend these and add a public constructor, since the constructors are private or package-private. Edit: Reported this on GitHub here.
You know many mods use this event to draw custom things on screen - strings, images/textures, OGL objects... It can result in HUD having these things overlapped, because I don't see a way to detect position of drawn elements from the event. Would it be possible to make a system for providing info at what screen coordinates the element is drawn, so other mods can query them and adjust their elements accordingly to avoid overlapping? Like, make an interface with getXposition, getYposition, getWidth, getHeight, so a modder can implement it and put the implementation into a list which would be in the RenderGameOverLayEvent. This way we can query this list, get positions and size of all added elements and add our element considering their coordinates.