Prevent Unwanted Block Placement On ItemsAdder Blocks

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Prevent Unwanted Block Placement on ItemsAdder Blocks

Hey everyone! So, I've been diving deep into ItemsAdder and ran into a bit of a snag that I think a lot of you might find super useful to have fixed. Basically, I want to be able to control how players interact with custom blocks, especially when they're trying to use them like vanilla blocks, say, a furnace. You know how when you right-click a furnace, it opens its GUI, and it doesn't just place another block right on top of it? Yeah, that's the behavior I'm aiming for with my custom ItemsAdder blocks. Right now, it seems like if a player accidentally clicks without shift-clicking, they might end up placing another block where they intended to interact. This can lead to some pretty annoying unwanted block placements, messing up builds and generally causing a headache.

I've been digging through the events and actions available in ItemsAdder, trying to find a way to replicate that vanilla furnace behavior – where interacting with the block (like right-clicking to open its GUI) prevents a new block from being placed. It feels like this should be tied to the interact event, but I haven't found a direct way to cancel block placement if the player isn't shift-clicking. It's not a game-breaking issue, but man, having that smooth, predictable interaction like we see with vanilla blocks would be a massive quality-of-life improvement for custom block design. Imagine setting up your custom crafting stations or decorative blocks and not having to worry about players accidentally cluttering them up with more blocks. That’s the dream, right? I've even posted on Discord and checked out the GitHub issues and the plugin wiki, but I haven't found a direct solution or a similar suggestion yet. So, I'm bringing it here, hoping the devs can shed some light or maybe even consider this for a future update. It's all about making custom blocks feel as polished and intuitive as the ones Mojang gives us, and this little interaction quirk is one of those things that can really break the immersion.

Understanding the Problem: Unwanted Block Placement Behavior

Alright, let's break down this issue with ItemsAdder custom blocks and unwanted placements. The core of the problem lies in how players interact with your custom blocks versus how they interact with vanilla Minecraft blocks. Take a furnace, for instance. When you right-click a furnace, its GUI pops up. Minecraft's engine is smart enough to know that this interaction is the intended action, and it prevents another block from being placed directly on top of the furnace in that moment. This is crucial for usability – you want to open the furnace, not accidentally build a tower of furnaces. Now, with ItemsAdder, when you create a custom block that also has an interaction action (like opening a GUI, triggering a command, or anything beyond just breaking it), the current behavior might allow players to place another block on top of it if they don't specifically shift-click. This isn't ideal, guys, especially for blocks meant to be functional stations or interactive elements.

Think about it: you’ve spent time crafting a beautiful custom kitchen with detailed appliances, maybe a fancy oven. If a player right-clicks that oven to, say, activate a custom cooking animation or open a special menu, but they don't hold shift, they might end up placing another oven block right on top of the first one. This is super frustrating and can ruin the aesthetic and functionality of builds. It makes players feel like they have to be extra careful and remember specific click patterns for custom blocks, which isn't the seamless experience we want. The goal here is to have custom blocks behave as intuitively as their vanilla counterparts. If an interact event is triggered on a custom block, it should ideally signify that the player is using the block, not trying to place a new one. So, if the interact event is supposed to be the primary way to engage with the block, why would the game allow a block placement on top of it simultaneously? This leads me to wonder if this is intended behavior or potentially a subtle bug in how interact events are handled in relation to block placement in ItemsAdder. If interact events are meant to cancel block placements, then this could be a bug. If they're not, then it's a feature request to make them do so, similar to vanilla.

The Goal: Mimicking Vanilla Block Interaction

What we're really aiming for here is a more refined user experience, guys. The dream scenario is that when a player right-clicks a custom ItemsAdder block that has an associated interact event, the game should prioritize that interaction over placing a new block. This is precisely how vanilla blocks like furnaces, chests, and crafting tables behave. You don't accidentally place another crafting table when you right-click the first one to start crafting, do you? No way! The game recognizes your intent to interact and opens the GUI or triggers the appropriate action. We want that same level of polish and predictability for our custom creations.

This means that if a player attempts to place a block adjacent to or on top of an ItemsAdder block that is set to trigger an interact event, the game should check if the player is holding the shift key. If they are holding shift, then block placement proceeds as normal (or perhaps a specific shift_interact event could be triggered if needed, though that's a separate thought). But if they are not holding shift, the block placement attempt should be canceled, and the interact event associated with the ItemsAdder block should be executed instead. This would elegantly solve the problem of accidental block placements and make interacting with custom functional blocks feel much more natural and less prone to user error.

Why This Matters for Custom Content

This isn't just about a minor inconvenience; it's about the overall quality and professionalism of custom content built with ItemsAdder. When players encounter custom blocks that behave unexpectedly, it can break their immersion and make the custom content feel less polished. Implementing this