Is your feature request related to a problem?
It is related to a problem specific to me, but it might help some others out also. For context, I have a custom "coins" item on my server. In its PDC, it has a value that represents how many coins (my server's currency) the item is worth. If two coins in entity form are near each other I want them to merge and have their values in their PDCs to be added together, in a similar way to how identical items merge in vanilla.
Describe the solution you'd like.
I think in order to achieve what I want (described in the previous field), I would need an ItemAttemptMergeEvent or similar that gets fired whenever the game checks to see if two item entities within range should merge, at which point I could write my own logic for the adding of the PDCs and the despawning of one of the items.
Describe alternatives you've considered.
Writing my own logic for constantly checking if item entities next to each other are coins maybe? This seems messy, and I would imagine the performance cost would outweigh the benefit.
Other
No response
Is your feature request related to a problem?
It is related to a problem specific to me, but it might help some others out also. For context, I have a custom "coins" item on my server. In its PDC, it has a value that represents how many coins (my server's currency) the item is worth. If two coins in entity form are near each other I want them to merge and have their values in their PDCs to be added together, in a similar way to how identical items merge in vanilla.
Describe the solution you'd like.
I think in order to achieve what I want (described in the previous field), I would need an
ItemAttemptMergeEventor similar that gets fired whenever the game checks to see if two item entities within range should merge, at which point I could write my own logic for the adding of the PDCs and the despawning of one of the items.Describe alternatives you've considered.
Writing my own logic for constantly checking if item entities next to each other are coins maybe? This seems messy, and I would imagine the performance cost would outweigh the benefit.
Other
No response