Reduce unnecessary complexity to equipment system refactor#11706
Reduce unnecessary complexity to equipment system refactor#11706Thodor12 wants to merge 6 commits into
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Unrelated, but we should maybe consider dropping the integrated Tinkers compat after this change, considering custom levels could now be populated via this |
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I see you are arguing here for runtime evaluation instead of on init registering of the levels. Which is a way to account for poor config handling mods like the issue with MoreVanillaShields. One thing i would like to keep functionality wise is the ability to register custom weapons which do not implement DEFAULT_SWORD_ACTIONS. So if we can keep the spirit of Reverting the sword registration code is unnecessary, as its still the identical code to What we are losing with removing the on-init registration is a clear log output which mods / items where registered unsuccessfully. This is and would be a real help for modders and modpack creators. |
You still can, I check for custom tools prior to the default tool "is equipment" check. Which means a custom set tool is not privy against those conditions. (up to you to make sure that is correct/valid).
Weapons need to remain as is because they have a different leveling curve as tools, which I hinted at in your PR but didn't seem to be fixed.
All valid tools are still locatable in JEI |
# Conflicts: # src/main/java/com/minecolonies/api/equipment/ModEquipmentTypes.java
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Related issues
Supersedes #11647
Changes proposed in this pull request
Review please