LecternBulkUse-1.1.0.jar
Curse Maven Snippet
What's new
1.1.0
Added
- A keybind. Default is L, rebindable under Options > Controls like any other key. This is the main way to use the mod now.
- tickTimeBudgetMicros config option, which controls how long a task is allowed to work per tick.
- enableLecternTrigger config option for the old lectern trigger.
Changed
- The lectern trigger is off by default. Shift-right-click turned out to be a busy key. Plenty of mods put their own screen on it, and when the item in your hand wanted to open something of its own the two would fight over the click and the bulk job never started. Set enableLecternTrigger = true in the server config if it never gave you trouble and you'd rather keep it.
- Work per tick is limited by time now instead of a fixed item count. A cheap loot bag and one that rolls a huge loot table used to cost the same four slots per tick despite being nothing alike, so the setting either finished slowly or caused a stutter depending on what you were holding. itemsPerTick still exists but it's a floor now, not a cap. Queue size stopped mattering: fifty items and fifty thousand hit each tick about equally hard, the big one just takes longer to get through.
- Clients don't need the mod to join anymore. Install it on the server. Anyone without it connects normally, they just don't get the keybind.
- Now MIT licensed.
Fixed
- Items that hook the right-click event instead of overriding use() now work. The mod only ever called use() directly, but a lot of mods never override it and do their work from Forge's PlayerInteractEvent.RightClickItem instead. Those items did nothing at all when bulk used, got counted as failures, and the task gave up after a couple of tries while the same item worked fine clicked by hand. It now fires the real interaction first and only falls back to use() if nothing claimed it, which is the same order the game itself uses. Items doing it either way get picked up, and items doing both don't fire twice.
- Items that take themselves out of the inventory rather than out of your hand are tracked properly now. A fair number of modded items ignore the stack they're handed and just pull one out of your inventory from wherever they find it first, which often isn't the slot you're holding. From the mod's side nothing appeared to happen, so a perfectly working item read as a dead one and the run stopped early. Consumption is worked out from the whole inventory now, not just the hand.
- Stacks aren't shuffled in and out of your hand for every single item anymore. Once one is in hand it stays there until it's used up. Loot given back to you mid-use can't get overwritten anymore. The slot being borrowed used to be left empty, which is exactly the slot the game reaches for first when handing you something.
- Progress messages no longer skip numbers or repeat themselves.
- If an item throws while being used, the log gets the actual stack trace instead of a single line saying something went wrong.
This mod has no additional files

