That would explain a thing I've seen in Stone Age: the mod is supposed to disable all tool-free entity breaking at the beginning of the game, and does this for known entities, but can't seem to do this for unanticipated modded entities until you break your first entity, deadfall trees are the only choice. I'll ask him, brb...Rythe wrote: ↑Fri Jan 04, 2019 7:32 pm So I've looked at this a wee bit more. What appears to be missing from the modding API is an event that fires before a player begins to mine an entity, firing on the initial attempt itself, that has the ability to flag a cancel/invalid state for the mining attempt. I don't know how the implementation of mining category is suppose to work, but sounded like it was a yes/no force state that bypassed any event checks completely?
Is that what's going on or am I just talking out of my donkey? (perfect quote block )