Recraft Core 2.1.0 (NeoForge 1.21.1)
Curse Maven Snippet
What's new
Added
- A single "Change language" screen, reached from the menu or with
/langue, showing all three settings and their current value at once. The two menu cells it replaces each rotated one setting a notch without ever showing its state, so a player had to click, read chat and click again. /modlang fr|en|auto: the mod's own screens now default to French whatever the game language. The server is French-speaking, and a player who sets Minecraft to English for vanilla item names was not asking for the whole welcome in English./recraftcore reward: the daily cycle, the streak milestones, the rank rewards and the prestige reward are all settable in game. They lived only in JSON, so tuning them needed disk access to the server. One grammar everywhere, because a reward is always the same triple: PP, console commands, and the text that announces it.- A screen history, so the back arrow steps back one page instead of dropping everyone at the menu. Escape follows the same path.
- A starting cosmetic in every slot: two for the body, one outfit, two for the arm, the frost aura, and five emotes chosen for what they let a player do rather than for effect. The grant is applied in numbered steps, so a later addition reaches players who logged in before it existed.
/itemlang fr|en|auto, a client command that reads modded tooltips, GUIs, guidebooks and advancements in French while the game stays in English. A bundled overlay of 22 881 strings is injected into the client language table by a mixin on ClientLanguage; a key the overlay does not cover falls through to English, so a partial translation breaks nothing.- The overlay covers prose only. Item, block, entity, biome and effect names stay English on purpose: the quest book names every item in English on every page, and JEI, recipe lookups and Discord support all key off the English name.
- The mixin also intercepts getComponent. TranslatableContents asks it before getOrDefault and stops there when it answers, so a mod whose lang entry is a JSON component rather than a string would have ignored the overlay with nothing to show for it.
/questlang fr|en|auto, which switches the FTB Quests book language without touching the game language. It writes FTB's own editing_locale and asks the server for the matching table; both the target and the fallback table are requested, because FTB falls back key by key and reads the fallback from client memory, which a player whose game is neither French nor English does not have.- FTB Quests is an optional client-side dependency and every reference to it lives in one bridge class loaded behind a presence check. If it leaves the pack, /questlang stops existing and nothing else moves.
/recraftcore skin box <player> <standard|rare|legendary> <count>, the console route the shop needs to sell crates. SkinService.grantBoxes existed but no command reached it, so a crate could only be granted by editing the data file by hand.- The target is a name, not an entity selector, and it is resolved offline the way title grants already are. A crate is bought in a browser, so the buyer is usually not in game; requiring their presence would make a paid delivery wait on their next login.
- The tier is validated before anything else and a wrong one fails loudly. This is also why the
command stays separate from
skin give: sharing one argument would let a mistyped tier hand out a single cosmetic instead of the crate that was paid for, with no error at all.
Changed
- The seven main menu entries become banners: a wash in the colour their own label already carries, a two-pixel edge, and their icon enlarged at the head of the bar rather than decorating the far end. Seven grey bars of equal weight gave the eye no point of entry.
- The profile button moves to the header corner, where an application puts its avatar.
- Every screen leaves the neon frame for the shared sprite sheet, and the twelve sprites are now byte-identical to those of Rebox, Pets, Bingo and ITOWT. Core alone had shipped a slate variant.
- One shared header: title, back arrow and divider in one call. Eight screens drew their own and had already drifted.
- Ranks absorbs the Daily and Cosmetics pages. The seven-day cycle and the milestone table become tooltips on a single claim row; the four cosmetic catalogues become four rows saying what is unlocked out of what exists, each opening its own page.
- The profile files its eight vanilla statistics behind one line that still shows play time. They are consulted, not acted on, and they pushed the Re:Craft mod rows below the fold.
- The profile's mod statistics become doors: a line that reads a number from another mod now opens
that mod. Two new source options make it possible, a nested key path and a divisor, because ITOWT
keeps its balance in cents under
economy/accounts. - Help requests reach the whole staff (
helperPermissions), not just one group. - The unlockable menu themes paint the rule under the title. They had been inert since the menu moved to the sprite sheet: the accent arrived from the server and was read by nothing.
- Removed: the Rewards, Online players and Info pages, each of which duplicated something the game
or another screen already showed; the
/lobbycommand, the lobby being an entry in the server list like any other; and the Titles cell, titles being a tab of/skin.
Fixed
- Switching the item language could crash the client.
reloadResourcePacksrediscovers every mod's resource pack, and when one no longer opens NeoForge raises anfml.modloading.brokenresourceswarning that its own constructor rejects, throwing instead of warning. The reload is now wrapped: the toggle is already applied when it fails, and the player is told to restart to finish. - The season goal announced 100% and all milestones reached on a server five orders into two hundred. An empty milestone list was read as "everything passed". Progress is measured in completed orders against the campaign's length.
- Emote and aura names ran outside their cells. The skins grid already shrank names to fit; that implementation moves to Ui so there is one of it.
- The rules and page screens swallowed every click for the first fifth of a second. Their opening zoom scaled the drawing but not the hit test, and ignoring clicks was the workaround. Both zooms are gone.
Ajoute
- Un ecran unique « Changer de langue », depuis le menu ou par
/langue, qui montre les trois reglages et leur valeur d'un coup d'oeil. Les deux cases qu'il remplace faisaient tourner un reglage sans jamais montrer son etat : il fallait cliquer, lire le chat, puis recliquer. /modlang fr|en|auto: les ecrans du mod sont en francais par defaut quelle que soit la langue du jeu. Le serveur est francophone, et un joueur qui met Minecraft en anglais pour les noms d'objets vanilla ne demandait pas tout l'accueil en anglais./recraftcore reward: le cycle quotidien, les jalons de serie, les recompenses de rang et celle du prestige se reglent en jeu. Ils ne vivaient que dans des fichiers JSON, donc les ajuster demandait un acces au disque du serveur.- Un historique des ecrans : la fleche de retour recule d'un cran au lieu de tout ramener au menu. Echap suit le meme chemin.
- Un cosmetique de depart dans chaque emplacement : deux pour le corps, une tenue, deux pour le bras, l'aura glaciale, et cinq emotes choisies pour ce qu'elles permettent. La dotation est appliquee par etapes numerotees, donc un ajout ulterieur atteint les joueurs deja connus.
Modifie
- Les sept entrees principales du menu deviennent des bannieres : un lavis a la couleur que porte deja leur libelle, un filet de deux pixels, et leur icone agrandie en tete de barre plutot qu'en decoration a l'autre bout. Sept barres grises de meme poids ne donnaient aucun point d'entree.
- Le bouton Profil monte dans le coin de l'en-tete, la ou une application met son avatar.
- Tous les ecrans quittent le cadre neon pour la planche de sprites commune, desormais identique octet pour octet a celle de Rebox, Pets, Bingo et ITOWT. Core seul avait une variante ardoise.
- Un en-tete partage : titre, fleche de retour et trait en un appel. Huit ecrans dessinaient le leur et avaient deja diverge.
- Rangs absorbe les pages Quotidien et Cosmetiques. Le cycle de sept jours et la table des jalons passent en infobulle sur une seule ligne de reclamation ; les quatre catalogues deviennent quatre lignes qui annoncent ce qui est debloque sur ce qui existe.
- Le profil range ses huit statistiques vanilla derriere une ligne qui montre toujours le temps de jeu. Elles se consultent, elles ne se decident pas, et elles repoussaient les mods sous la ligne de flottaison.
- Les statistiques de mods du profil deviennent des portes : une ligne qui lit un chiffre chez un
autre mod l'ouvre desormais. Deux options de source le permettent, un chemin de cle imbrique et un
diviseur, parce qu'ITOWT garde son solde en centimes sous
economy/accounts. - Les demandes d'aide touchent tout le staff (
helperPermissions) et non un seul groupe. - Les themes de menu deblocables peignent le trait sous le titre. Ils etaient inertes depuis le passage aux sprites : l'accent arrivait du serveur et n'etait lu par personne.
- Retires : les pages Recompenses, Joueurs en ligne et Infos, qui doublaient chacune ce que le jeu
ou un autre ecran montrait deja ; la commande
/lobby, le lobby etant une entree de la liste des serveurs comme les autres ; et la case Titres, les titres etant un onglet de/skin.
Corrige
- Changer la langue des objets pouvait faire planter le client.
reloadResourcePacksredecouvre les paquets de ressources de tous les mods, et quand l'un d'eux ne s'ouvre plus NeoForge leve un avertissementfml.modloading.brokenresourcesque son propre constructeur refuse, ce qui jette une exception au lieu d'ecrire l'avertissement. Le rechargement est enveloppe : la bascule est deja appliquee quand il echoue. - L'objectif de saison annoncait 100 % et tous les paliers atteints sur un serveur qui en etait a cinq commandes sur deux cents. Une liste de paliers vide etait lue comme « tout est franchi ». L'avancement se mesure en commandes livrees sur la longueur de la campagne.
- Les noms d'emotes et d'auras sortaient de leur case. La grille des skins reduisait deja les noms trop longs ; cette implementation passe dans Ui pour qu'il n'y en ait qu'une.
- Les ecrans du reglement et des pages avalaient tous les clics pendant le premier cinquieme de seconde. Leur zoom d'ouverture mettait le dessin a l'echelle mais pas le test de clic, et ignorer les clics etait la parade. Les deux zooms sont supprimes.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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