This project has been abandoned.
I didn't really like this implementation that much, so I'm no longer maintaining this project. I'm currently considering a spiritual successor at some point, but I have no ETA on that.
Overview
Clear Despawn is a mod that makes dropped items flash when they're about to despawn. By default, this happens when the item has about 20 seconds left until despawn and the flashing gradually gets faster as the timer goes down. Both of these elements have configuration options.
This mod is client-side only.
There's not much else to say, so here's an example gif:
Configuration Options
- Time for Flashing - The number of seconds the item has left before despawn to start flashing (default: 20)
- Urgent Flashing - Set to true to have the item flash faster as it gets closer to despawning (default: true)
Why is this mod not supported for 1.15.2?
Any chance of a 1.15 update?
In reply to netherstridermc:
I didn't really like this implementation, so I'm currently re-thinking the functionality for a possible spiritual successor for 1.14+.
In reply to TheIllusiveC4:
Nice. Keep up the good work.
In reply to TheIllusiveC4:
I'm really excited for that. . . what's going through your head?
Maybe instead of blinking it would be like a configurable option of tweening transparency levels or tweening sizes (like fading in and out or like pulsing with it's shape sorta like breathing)? This is a common topic on video game development in general and I'd love to hear your take on it.
<3
In reply to Mark_the_Drifter:
I've had some thoughts here and there while I was working on other mods. The biggest problem is that achieving that kind of polished transparency control universally across the modded landscape is very difficult, if not impossible, due to the inherit difficulties of tampering with item rendering combined with the unpredictability of how modded items can be rendered. There's a reason that this implementation simply blinks instead of having a smoother fade in and out, because it's much easier just to skip the rendering altogether than it is to control it.
That being the case, I've had to consider alternatives to how to achieve the goal of notifying players that a particular item is about to despawn without relying on changing the rendering of the item itself. My most promising idea right now is perhaps leveraging particle effects. For example, an item about to despawn could emit shattered particles of itself to indicate it's disintegrating, or perhaps some sort of colored sparkle that goes from green to red as the timer ticks down. Another solution I considered is having some sort static indicator above the item, such as a small exclamation mark icon or something, but this is a little less immersive than I'd like.
In reply to TheIllusiveC4:
Yeah that's kinda where my head was at as well with making it blink mixed with a timer above the item. I feel that could be the " simplest" way to make it slight better. . . Maybe you can animate like a stop watch above the item that flashes colors in replace of the blinking? The way I see it, if you cant mess with the source model, the alternative would be using a 2ndary model in adjacent to the source model. I have seen some games on steam just use a straight up count down timer like 3:56 above their items. . . it can work but at the same time as you said, it might not meet certain esthetics as one would like.
I do think there is still some room for that though in say a bonus configurable option maybe? It really is a tough call when you are working with other peoples work where you have little to no control to alter that item. It would be nice if the API somehow allowed the ability to adjust textures of other packs. . . if that were a thing, I feel like it would solve alot of problems as well as make for some incredible modding opportunities beyond just shaders. Tiz the problems with a lacking platform I guess? Not much we can do about that tho. It still brings a smile to my face seeing people attempt work-arounds all the same.
Is some kind of adjustable glow possible tho? I feel like if polished transparency control isn't possible, then polished size/scale and glow control could be a similar alternative. Where the glow strength is inverse to the size amount (sorta like the model pulsates, when its in the the shrinking part of the pulsate, the glow gets brighter, when it returns to normal size, the glow gets weaker again). It could work similar to a more polished blink. . . and with a configuration on HD quality you could even use a copy of the model for a certain. . . base I guess? I'm not quite sure what I am trying to say myself actually, the idea is kinda just abstract running arounds in my head, maybe you can make more sense of it than I.
In reply to TheIllusiveC4:
Any news on the 1.14+ successor? Currently making a 1.15.2(forge) Zelda dungeon crawl themed pack and this sure is a must need. Would love to hear something.
Hey, is this compatible with Item Physics (ItemPhysic Full) by CreativeMD?
In reply to Forge_User_57787369:
In reply to TheIllusiveC4:
hi,
I have your mod play and it work not. I can normal open the config area and all numbers of 20 seconds with a new number write but the function of this mod what you have this mod create work not please fix this problem.
In reply to titoo889910725:
Oh I like this idea, going to add it to our voltz modpacks
In reply to DarkCow:
This seems interesting, though would it be possible to have the tools fade in and out (which could be toggled in the config)?
In reply to orphanedpixel:
In reply to TheIllusiveC4:
I'm think that this feature should be in vanilla MC.