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Conflicts with other mods using /locraw #72
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The command is also canceled when the player runs it but this seems to be caused by something else in the code, not sure what though |
Not that this is the only solution but I believe forge has a tag where you can have canceled events still flow into your event handler |
This could fix other mods not being able to access the command but it still doesn't fix it being removed when the player executes it. I believe this is because the "listening" variable is set to true after 20 ticks and, therefore, playerSentCommand is set to false so it cancels the event either way. May be wrong but that's my best guess from looking at the code on the file bugfroggy linked |
I was the one that did the playerSendCommand, and it works, but because |
Is it possible to have different parts of a mod (uncompiled) send different priorities to |
That’s not needed, they just need to fix their checks which are already implemented |
Why is it their problem? |
Because the check they tried to implement is broken and cancels the command completely, even if it’s ran by the user |
Looking at these lines:
Hytilities/src/main/java/club/sk1er/hytilities/util/locraw/LocrawUtil.java
Lines 80 to 82 in 8982ee7
It appears that the
/locraw
message is always captured and cancelled unless the player sent it. This causes conflicts with other mods. that use/locraw
if they do not set their priority higher. A higher priority would result in a never-ending war of who comes first.The best solution to this in my opinion would be, instead of not cancelling when the message is player-sent, only cancel if the message is mod-sent.
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