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MR_Classy

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Everything posted by MR_Classy

  1. you can, go into that file, change for example "frailness potion" = true to false and try to craft that potion ingame, recipe is awkward pot and rotten flesh, or better yet, add JEI so u can see that the recipe is still added even tho its turned off
  2. yea, the client still keeps generating a config file thats different from the one on server
  3. I deleted that command. The only change is that the text in my config file isnt ordered properly. The client server sync issue is still there.
  4. i already do that, one line before i call the loadConfig method And i think i already said this, but that was the only way i knew how to make the config files contents match the coded input. Without it, the .toml files contents are added in a random order
  5. I already posted the code for just the config class, this is the entire mod https://github.com/MRClassyy/pots_n_stuff
  6. I'm already doing that, both the register part and server config part, it's not syncing.
  7. Potion recipes, as in brewing stand recipe, not crafting table recipe And for those (as far as I know) you use BrewingRecipeRegistry.addRecipe(base potion, ingredient, resulting potion), No JSON files needed
  8. And I'm aware the server should be the only one aware of what recipes exist, issue is the client also generates its own config instead of getting the info from the server. On that note, I looked around a bit more and apparently the issue might be that I'm running logical server code on a logical client.
  9. The recipes in question are for potions with custom effects so I need to initialise them and add them to the recipe registry myself, I'm not turning off base game recipes
  10. Sorry, I'm not sure I understood that. Which custom code are you referring to, the config class?
  11. ok, ill look into that, hopefully it helps and yea, testing might be a good idea, i wouldnt be surprised if i messed something up
  12. i ment the variables in the .toml file not being in the order i added them via code
  13. cuz i was trying to find a way to stop the config file from generating in a random order and that was the only way i found how to do it, seemed a bit weird but didnt know how else. And calling them in the main class public PotsNStuff() { IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus(); bus.addListener(this::setup); ConteinerTypeInit.CONTAINER_TYPES.register(bus); ItemInit.ITEMS.register(bus); EffectInit.EFFECTS.register(bus); RecepiesInit.RECIPE_SERIALIZERS.register(bus); PotionInit.POTIONS.register(bus); ModLoadingContext.get().registerConfig(Type.SERVER, PnsConfig.SPEC); PnsConfig.loadConfig(PnsConfig.SPEC, FMLPaths.CONFIGDIR.get().resolve("potsnstuff-server.toml").toString()); MinecraftForge.EVENT_BUS.register(this); }
  14. Sorry, im kinda new to this and not 100% sure which part does that. This is the code i use to initiate the config ModLoadingContext.get().registerConfig(Type.SERVER, PnsConfig.SPEC); PnsConfig.loadConfig(PnsConfig.SPEC, FMLPaths.CONFIGDIR.get().resolve("potsnstuff-server.toml").toString()); And the actual config class https://pastebin.com/BNaTVsjT
  15. Ok, i mightve explained it wrong. Im trying to create a config for a potions mod, specifically to enable or disable crafting of those potions, so i dont want players changing those values. However, when i try to remove a recipe server side, the recipe still shows up ingame (the actual potion cant be crafted, but if i use something like JEI to check out how to craft it, the recipe is loaded in). My understanding was that if something like a recipe gets turned off on the server side, the players shouldnt be able to still see it ingame.
  16. Im trying to make a config file that can only be edited server side. However, no matter what i change on the server, the config file on the client side doesnt get updated.
  17. Hi, Im trying to create a custom potion item that can be shot from a crossbow. The potion item is already implemented in the game and works as intended. However, i cant figure out how to add that item to the pool of items a crossbow can fire. I tried looking through the base game code, but i couldn't find anything other than methods for arrows or firework rockets. My experience with modifying base game items is non existent so i have no idea where to even start. Any and all help is welcomed.
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