File Details
wavedefense-0.2.53.4.jar (ERROR)
- R
- Jun 1, 2026
- 1.01 MB
- 0
- 1.20.1
- Forge
File Name
wavedefense-0.2.53.4.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
[0.2.53.4] - 2026-06-01
Changed — Item picker selection feedback + click-counted quantity
Tester reported that it was not clear whether an item had actually been picked in the shop item editor, and that the only way to set quantity was through the small per-slot ×N field.
ItemSelectionScreen now provides explicit selection feedback and click-based quantity:
- Bright yellow 2-pixel outline around the currently selected slot — visible at a glance.
- Stack count overlay drawn on the selected slot via vanilla's
renderItemDecorationsso the chosen quantity is shown in the same place it would appear in the inventory (corner of the icon). - Click counting instead of click-to-confirm:
LMBon an item: +1 to its count (or selects it and sets count to 1 if a different item was selected before)RMB: −1, drops to zero, deselectsShift+LMB: +10Shift+RMB: full reset- Clamp: 1–64
- Confirm / Cancel buttons replace the old "Close" — confirm sends the selected stack with the click-counted count back to the parent callback; cancel just closes without changing anything.
- Footer shows the click-hint (
LMB +1 · RMB -1 · Shift+LMB +10 · Shift+RMB reset) and the live× Ncount so the admin never has to guess. - Re-opening the picker for an existing slot pre-populates the counter from the slot's stack so successive edits are non-destructive.
ShopItemEditorScreen adopts the picker's chosen count into its per-slot ×N EditBox automatically, so the existing fine-tune-via-typing path still works for values the click-counter can't reach quickly.
3 new lang keys × 8 langs: wavedefense.item.click_hint, wavedefense.item.selected_count, wavedefense.tab.all.
[0.2.53.3] - 2026-06-01
Changed — Item picker now mirrors the creative-inventory tab layout
The shop / starting-items / loot item picker previously had a hard-coded list of 6 categories (All / Weapon / Armor / Potion / Food / Other). With modded content this categorisation was inconsistent — admins had to hunt for an item when its modded category didn't match our enum.
ItemSelectionScreen now discovers tabs at runtime via CreativeModeTabRegistry.getSortedCreativeModeTabs() — the same source the vanilla creative inventory uses. Every loaded, non-empty creative tab becomes a tab in our picker, with the same label, same items, and same ordering as in creative.
- The first tab is a virtual "All" (aggregates every stack from every tab, deduplicated, sorted by name) — handy for free-form search.
- Modded tabs (Tacz gun categories, Mine and Slash gear tabs, datapack tabs) appear automatically without code changes.
- A
◄ / ►strip lets the admin page through tabs when there are too many to fit on one row. - Search remains scoped to the active tab.
- The old
Categoryenum (Weapon/Armor/Potion/Food/Other) and the separate Tacz sub-tab row are removed — Tacz tabs now sit inside the main strip alongside everything else. Thewavedefense.item.category.*lang keys are kept (unused) for compatibility with downstream code that might still reference them.
Simplified — TaczCompat (after 0.2.53.2)
Stripped the reflection-into-GunData paths entirely — they were ineffective and overcomplicated. Gun discovery now:
- Walks creative tabs once, captures every Tacz-namespaced stack carrying a
GunIdNBT tag (template preserved for default attachments / pre-fill). - Buckets each gun into one of 8 fixed categories via substring matching on the gun id (
glock_*→ pistol,ak*→ rifle,m870→ shotgun, etc.). - Sorts results by category index then display name.
TaczBulkAddScreen still uses these 8 categories for bulk adds; the regular item picker now shows Tacz guns through whichever creative tab the gunpack author put them in (so Tacz's own sub-tab hierarchy is preserved verbatim).