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Description
Hi Buuz135!
I noticed there is a config option to disable Matter Value tooltips, but for modpack creators, a static config is "all or nothing."
My specific use case:
I want to hide the Matter Value tooltips dynamically based on player progression. Specifically, I want to use KubeJS / GameStages to unlock the visibility of these tooltips only after a player has completed a certain quest or research.
The Problem:
Currently, because the tooltips are injected via Titanium's internal events, I cannot easily hide/show them in real-time for specific players using KubeJS scripts. A config file can't handle "Player A can see it, but Player B cannot."
Requested Feature:
Could you add a check in the tooltip rendering logic that looks for a KubeJS Stage or a standard NBT tag on the player?
Alternatively, if you could make the MatterTooltipComponent more "interception-friendly" for standard NeoForge RenderTooltipEvent$GatherComponents events, that would also work perfectly.
This would allow for a much more immersive "discovery" experience in tech-based modpacks. Thanks for considering!