Does anyone know the original post where these comments come from
https://redd.it/1tmfk74
@MinecraftModded
https://redd.it/1tmfk74
@MinecraftModded
So some people and I discovered a reason why the Official Lycanite's Mobs Mod was ported to 1.20.1.
https://redd.it/1tmjhkn
@MinecraftModded
https://redd.it/1tmjhkn
@MinecraftModded
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I recreated a mechanical network inspired by TerraFirmaCraft/BetterThanWolfes completly from scratch on Neoforge 26.1
https://redd.it/1tmki1u
@MinecraftModded
https://redd.it/1tmki1u
@MinecraftModded
Keybindings: A Rant.
I just need to get this out somewhere because I can't be the only one who loathes how Minecraft keybinds work, right?
You install mods, look at your keybind menu, and are overwhelmed by the most terrible menu layout ever: a bunch of single-line configs on a too-long list, tons of wasted space, inconsistent categories, and so many conflicts, many of which may not even be conflicts.
The way the keybind menu works feels so clunky and outdated. The lack of features like search, collapsible categories, modifier-aware conflict parsing, and contextual bindings just make setting up keybinds a slog all the time. And them being stored in options.txt instead of their own file is irritating too, meaning you need extra mods just to ship default keybinds with a modpack...
And Vanilla Minecraft has so many hardcoded binds! Dismounting from a mounted entity always being crouch, interacting blocks and entities being stuck as the same as placing blocks, attacking always being the same as breaking blocks, etc.
I'm going to go a bit deeper onto a few of these...
Modifier-Aware Conflict Parsing:
Why is it that if I have two keybinds as Shift+H and Shift+G, they count as conflicting with eachother, and with Shift itself? I understand that they technically conflict with Shift, but modifier keys should be exempt from this!
Contextual Bindings:
This one really irks me. So many games have different tabs for player controls, vehicle controls, UI controls, etc. Not Minecraft, everything is shoved into one menu. Have an Inventory Sort bound to the R key, and a dodgeroll bound to the R key? They count as conflicting, even though one only works in a UI and one only works out of a UI.
To a lesser degree, two mods add something like "Boot Ability" keybinds? Despite only being able to wear one pair of boots, if you set them both to the same key, it conflicts! Why aren't there common tags for frequently used keybinds like this? Like "Held Item Specific", "Head Slot Specific", "Chest Slot Specific", "Inventory UI Specific", "Mounted Specific", etc.?
TL;DR: The current system for keybinds absolutely sucks when multiple mods are involved, it sucks for modpacks, it sucks for usability, readability, QoL, conflict resolution, categorization... I can't stand it.
Rant over.
https://redd.it/1tmrn5y
@MinecraftModded
I just need to get this out somewhere because I can't be the only one who loathes how Minecraft keybinds work, right?
You install mods, look at your keybind menu, and are overwhelmed by the most terrible menu layout ever: a bunch of single-line configs on a too-long list, tons of wasted space, inconsistent categories, and so many conflicts, many of which may not even be conflicts.
The way the keybind menu works feels so clunky and outdated. The lack of features like search, collapsible categories, modifier-aware conflict parsing, and contextual bindings just make setting up keybinds a slog all the time. And them being stored in options.txt instead of their own file is irritating too, meaning you need extra mods just to ship default keybinds with a modpack...
And Vanilla Minecraft has so many hardcoded binds! Dismounting from a mounted entity always being crouch, interacting blocks and entities being stuck as the same as placing blocks, attacking always being the same as breaking blocks, etc.
I'm going to go a bit deeper onto a few of these...
Modifier-Aware Conflict Parsing:
Why is it that if I have two keybinds as Shift+H and Shift+G, they count as conflicting with eachother, and with Shift itself? I understand that they technically conflict with Shift, but modifier keys should be exempt from this!
Contextual Bindings:
This one really irks me. So many games have different tabs for player controls, vehicle controls, UI controls, etc. Not Minecraft, everything is shoved into one menu. Have an Inventory Sort bound to the R key, and a dodgeroll bound to the R key? They count as conflicting, even though one only works in a UI and one only works out of a UI.
To a lesser degree, two mods add something like "Boot Ability" keybinds? Despite only being able to wear one pair of boots, if you set them both to the same key, it conflicts! Why aren't there common tags for frequently used keybinds like this? Like "Held Item Specific", "Head Slot Specific", "Chest Slot Specific", "Inventory UI Specific", "Mounted Specific", etc.?
TL;DR: The current system for keybinds absolutely sucks when multiple mods are involved, it sucks for modpacks, it sucks for usability, readability, QoL, conflict resolution, categorization... I can't stand it.
Rant over.
https://redd.it/1tmrn5y
@MinecraftModded
Reddit
From the feedthebeast community on Reddit
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Made this to point and laugh at the recent CurseForge discussions
https://redd.it/1tmxhc1
@MinecraftModded
https://redd.it/1tmxhc1
@MinecraftModded
Expanded Vanilla Inventory with 3 extra rows, no extra systems
https://redd.it/1tn40y6
@MinecraftModded
https://redd.it/1tn40y6
@MinecraftModded
Reddit
From the feedthebeast community on Reddit: Expanded Vanilla Inventory with 3 extra rows, no extra systems
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