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[FEATURE REQUEST] Support for dynamic (GameStage-based) Matter Value tooltips #97

@theo1andonly

Description

@theo1andonly

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!

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