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Licensed MIT
Published 5 hours ago
Updated 37 minutes ago
All versions
1.0.0-beta.10+1.21.1-neoforge
Beta
Diegesis 1.0.0-beta.10+1.21.1 (NeoForge)37 minutes ago 39
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
Added
- Node option
takes_items: while a stack is on the cursor the node is hovered too and its click goes toonItemClick, for places a station lays things on by code. StationBehavior.onScroll(view, node, amount): the mouse wheel over the scene goes to the station's code first.StationView.moveCamera(x, y, z): code moves the station's whole camera, which glides there, for work at another height.StationType.Builder.hidesBlocks(Span): a multiblock station hides its other blocks with the main one while it is in use, so its scene can lift a tower apart.NodeView.setOutlineSeenOnly(true): the hover outline goes round the part of the node the player sees, not its whole shape through what stands in front of it (one basket of a stack). Under a shader pack the whole shape stays outlined.- Menu stations (
StationType.Builder.menu(MenuBinding),Authority.MENU): a station that works through the block's own vanilla menu, opened on the server by the block's normal use and never shown. Its slots show the menu's slots and every click is the one the vanilla screen sends, so it moves items on any server, with or without Diegesis there.StationView.menu()(MenuAccess),StationBehavior.onMenuOpenedandonMenuRefused. - At a menu station the keys of a vanilla container screen work over a slot: 1-9 and the off-hand key swap, Q throws one (Ctrl+Q the stack), the pick button copies a stack in creative mode, and a click past the block throws the stack in the hand.
DiegesisClient.toScreen(world)andstationScreenClass(), for laying recipe viewers' overlays round a station.- A drag that spreads the stack in the hand over several slots shows, as a vanilla screen does, what each slot will hold and how many stay in the hand.
DiegesisClient.registerChildScreen: a screen such as a recipe viewer's page may open over a station without ending it; the player is back at the station when it returns.DiegesisClient.hoveredStack()(the item under the cursor at a station) andisStationScreen(screen)for recipe viewers' keys.- At a menu station the mouse wheel moves one item at a time, as Mouse Tweaks does: down over a stack sends one to the other side (inventory and station), up brings one more of the same into it.
MenuAccess.placeRecipe(recipe, all): lays a recipe into a menu station the way the vanilla recipe book does.- Drawer option
layout: hotbar: the hotbar stays where the HUD has it and takes clicks, the off hand beside it at a menu station, and over it a square for each other stack the station can use, in the order they had when the station opened, with one empty square always: nothing moves while the player works. - Drawer option
carry_size: a stack taken from the inventory drawer is carried over the scene at that size, as big as the station's own items, instead of the size of the last stack carried. - Slot option
count_facing: front: the count stands at the item's foot facing the block's front, readable when the camera looks into a hollow of a wall rather than down onto a table. - Camera option
interactive_at: clicks count from that share of the flight in (default 1: once the camera has arrived).
Fixed
- With InvMove, the keys that go over to a neighbouring station also walked the player away from it: the player stands still while working at a station.
- Items in a scene keep their depth when tipped: a bucket being poured, or anything leaning, no longer shows dark lines across its face where its one-pixel sides were drawn over it.
- The shadow of a carried item is even: it no longer shows darker stripes and bands where the item's front and back overlapped.
- Where a graphics driver refuses the targets smooth painters are drawn into, they are still drawn over the finished frame, only without smoothing; before, they went back into the scene, where a block beside the station could cover them.
- A station whose open check fails no longer crashes the game when its block is used: the block keeps its own use and the error is logged once.
- Opening a station with a named entity or another player in the camera's way could crash the game with Iris on Sodium (#3). Name labels, lines and glints of things in the way stay solid now; their bodies still fade.
- Smooth painters that draw text (Hands-On Delight's recipe book) are drawn smooth with Iris on Sodium too; before, they fell back to the scene's own drawing.
- With a shader pack, things standing in the camera's way cast their whole shadow.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:pyljrXOa:cvMAdz6u"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:pyljrXOa:cvMAdz6u"
}

