codemob
codemob
Why do we even need `cubyz:`? The language files should be separate per mod.
> It would make other interactions harder though, like e.g. collecting items, shift clicking into the combined inventory+hotbar. Not significantly though, it shouldn't be too hard to just check both...
> Well, I think it would end up being more effort than implementing shift clicking (and middle click and others) in the combined inventory system. Only way to know for...
If I'm understanding this correctly, this can be solved with a combination of #225, #116, and #2134.
> This will conflict with #2131 (and maybe #2129 since it depends on #2131) so we'll have to deal with that as it comes Maybe a little, but the PR...
> I would like to have an answer to [#1630 (comment)](https://github.com/PixelGuys/Cubyz/pull/1630#discussion_r2173316900) before I approve any further modding attempts From https://github.com/PixelGuys/Cubyz/pull/1630#discussion_r2500248580 to keep the discussion out of closed PRS: What if...
> I'd rather not have so many auto-generated files, and having two version of one thing will inevitably get misused. How would we access this nested struct at runtime then?
> Runtime mappings are stored in a HashMap. Ah, right.
> I've glimpsed though issues ( https://github.com/PixelGuys/Cubyz/issues/1990 , https://github.com/PixelGuys/Cubyz/issues/2210 , https://github.com/PixelGuys/Cubyz/issues/2189 , https://github.com/PixelGuys/Cubyz/issues/2201 , https://github.com/PixelGuys/Cubyz/issues/2253 ) and it looks like current development is generally moving towards having a whole pack...
What does this accomplish? Why would we need to do this?