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feat(autoweapon): auto kb stick - #8739

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liquidsquid1 wants to merge 1 commit into
CCBlueX:nextgenfrom
liquidsquid1:feat(autoweapon)/kbstick
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feat(autoweapon): auto kb stick#8739
liquidsquid1 wants to merge 1 commit into
CCBlueX:nextgenfrom
liquidsquid1:feat(autoweapon)/kbstick

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@liquidsquid1

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switches to kb stick if an enemy is close, then maintains that distance with a weapon that does damage. useful for both closet and blatant

@liquidbounce-support-bot

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Thanks for the PR!

A couple of things a reviewer will likely want to look at:

Docs impact: the AutoWeapon page's settings table would need the new KnockbackStick group and its Range value, plus a line on the precedence above. No need to do that here — just flagging it so it doesn't get lost.


🤖 Automated support reply — a human maintainer will review if this doesn't help.

@SuicidalEeper

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That's so epic

@TssCode

TssCode commented Jul 27, 2026

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I personally dont see the benefit in this, but I think it would be cooler if it detects void near a customizable range for deciding to use kb stick. So for example if range is set to 4 blocks, it would look for void on x z axis in 4x range, and if detected the autoweapon will use kb stick, if not it will use sword.

@SuicidalEeper

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I personally dont see the benefit in this, but I think it would be cooler if it detects void near a customizable range for deciding to use kb stick. So for example if range is set to 4 blocks, it would look for void on x z axis in 4x range, and if detected the autoweapon will use kb stick, if not it will use sword.

That's good if they decide to add proper kb displace soon at least

}

private fun determineWeaponSlot(target: LivingEntity?, enforceShield: Boolean = false): HotbarItemSlot? {
// Switch to knockback stick when close to the target

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anyone who read ts would figure what out it does instantly, you don't need a comment... 🥀

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added for skimming so people can skip that code block entirely but i can remove it 👍

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ok lol

Comment on lines +188 to +190
val stick = Slots.Hotbar.findClosestSlot { stack ->
WeaponType.KNOCKBACK.test(stack)
}

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realistically useless but it should switch to the stick with the most enchantment level, not the closest one.

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4 participants