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Storing constant data in a json file


MaiTheLord

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What do you mean by manipulated by datapacks?

 

To answer your question directly: To include any file in your mod, just put it in your src/main/resources

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Why wouldn't you do this with a config option?

Datapacks are normally used to load registries and then let users override the individual entries.

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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40 minutes ago, warjort said:

Why wouldn't you do this with a config option?

Datapacks are normally used to load registries and then let users override the individual entries.

A config file is only editable for the user (it's hard to edit the config file of a Mod from another), if a other Mod want to override a value a Datapack would be the best option

And in general Datapacks are underrated, I think they have a lot of potential because of Mojnag's Codecs

1 hour ago, MaiTheLord said:

I want to store a constant integer in a json file under "resources/data/modid", so that it could be manipulated by datapacks. how do I achieve that?

unfortunately i'm not familiar with this json Datapack stuff,
but as far as i know did you need a SimpleJsonResourceReloadListener which you need to register in AddReloadListenerEvent

Edited by Luis_ST
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I am just wondering if all the extra effort is appropriate?

 

To do it, you need a PreparableReloadListener implementation. Then you register it using an AddReloadListenerEvent.

 

The listener works in 2 stages

prepare - which is run in parallel with other listeners

apply - where the listeners are done one-by-one but only if all other listeners don't error in the prepare - this is where you modify your state

You can only look at data loaded by other listeners in the apply, and then only if it runs before yours

 

If you look at the vanilla ones, you can find some helpers that do common tasks - these will remove some of the complications.

I don't think you will find one that does exactly what you are doing?

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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It depends where you need to access the config and who should control it. Usually common is used, even if the client never references it.

https://forge.gemwire.uk/wiki/Configs

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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Could be? If this is the case, it would be another reason not to use datapacks. Only the worldgen is stored per world using the datapack values when you create it.

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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Quote

As it affects entity spawning, I am not sure the user would want the same value in all of their worlds.

Another option would be a game rule. These are stored per world.

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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I have never done this either, but it looks pretty simple.

Look at net.minecraft.world.level.GameRules which has vanilla examples.

You just register() to set the default game rule, which will give you a GameRule.Key

Then use Level.getGameRules().getRule(Key) at runtime.

Edited by warjort

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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Or there are helper methods on GamesRules that lets you do getBoolean(Key) instead of getRule(Key).get().

Edited by warjort

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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Error de GL GL_INVALID_OPERATION en (nulo): (ID: 173538523) Error genérico x 2     Usando VBO: Sí     Está modificado: Definitivamente; La marca del cliente cambió a 'forge'     Tipo: Cliente (map_client.txt)     Modo de gráficos: sofisticado     Paquetes de recursos:      Idioma actual: es_mx     CPU: 4 CPU Intel(R) Core(TM) i5-4210U a 1,70 GHz     Versión OptiFine: OptiFine_1.20.1 _HD_U_I6     OptiFine Build: 20231221-120401     Fragmentos de distancia de renderizado: 8     Mipmaps: 4     Filtrado anisotrópico: 1     Antialiasing: 0     Multitextura: falso     Sombreadores: nulo     OpenGlVersion: 4.3.0 - Build 20.19.15.4531     OpenGlRenderer: Intel(R) HD Graphics 4400     OpenGlVendor: Intel     CpuCount: 4     ModLauncher: 10.0.9+10.0.9+main. dcd20f30     Destino de lanzamiento de ModLauncher: forgeclient     Nombre de ModLauncher: srg     Servicios de ModLauncher:          mixin-0.8.5.jar mixin PLUGINSERVICE          eventbus-6.0.5.jar eventbus PLUGINSERVICE          fmlloader-1.20.1-47.3.1.jar slf4jfixer PLUGINSERVICE          fmlloader-1.20.1- 47.3.1.jar object_holder_definalize PLUGINSERVICE          fmlloader-1.20.1-47.3.1.jar runtime_enum_extender PLUGINSERVICE          fmlloader-1.20.1-47.3.1.jar capacitity_token_subclass PLUGINSERVICE          accesstransformers-8.0.4.jar accesstransformer PLUGINSERVICE          fmlloader-1.2 0,1-47,3. 1.jar runtimedistcleaner PLUGINSERVICE          modlauncher-10.0.9.jar mixin TRANSFORMATIONERVICE          modlauncher-10.0.9.jar OptiFine TRANSFORMATIONERVICE          modlauncher-10.0.9.jar fml TRANSFORMATIONSERVICE      Proveedores de lenguaje FML:          [email protected]         lowcodefml@null         javafml@null     Lista de mods:          cliente- 1.20.1-20230612.114412-srg.jar |Minecraft |minecraft |1.20.1 |COMMON_SET|Manifiesto: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0: de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f         hijos-de-sins-1.20.1-2.1.6.jar |Hijos de pecados |sons_of_sins |2.1.6 |COMMON_SET|Manifiesto: NOSIGNATURE         TreeChop-1.20.1-forge-0.19.0.jar |HT's TreeChop |treechop |0.18.8 |COMMON_SET|Manifiesto: NOSIGNATURE         geckolib-forge-1.20. 1-4.4.4.jar |GeckoLib 4 |geckolib |4.4.4 |COMMON_SET|Manifiesto: NOSIGNATURE         jei-1.20.1-forge-15.3.0.4.jar |Solo suficientes elementos |jei |15.3.0.4 |COMMON_SET|Manifiesto: NOSIGNATURE         jeiintegration_1.20.1-10.0.0.jar |Integración JEI |jeiintegration |10.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         sofisticadocore-1.20.1-0.6.22.611.jar |Núcleo sofisticado |núcleo sofisticado |0.6.22.611 |COMMON_SET|Manifiesto: SIN FIRMA         curios-forge-5.9.1+1.20.1.jar |API de Curios |curios |5.9.1+1.20.1 |COMMON_SET|Manifiesto: NOSIGNATURE         waystones-forge-1.20-14.1.3.jar |Waystones |waystones |14.1. 3 |COMMON_SET|Manifiesto: NOSIGNATURE         El-Hombre-De-La-Niebla-1.2.4a-1.20.1.jar |El Hombre De La Niebla |man |1.2.4 |COMMON_SET|Manifiesto: NOSIGNATURE         lápida-1.20.1- 1.0.10.jar |Lápida Mod |lápida |1.20.1-1.0.10 |COMMON_SET|Manifiesto: NOSIGNATURE         [1.20.1] SecurityCraft v1.9.9.jar |SecurityCraft |securitycraft |1.9.9 |COMMON_SET|Manifiesto: NOSIGNATURE         horror_element_mod -1.5.9_1.20.1.jar |Mod elemento de terror |horror_element_mod |1.5.9 |COMMON_SET|Manifiesto: NOSIGNATURE         Apollyon_v1.1.1_Forge_1.20.1.jar |Apollyon |apollyon |1.1.1 |COMMON_SET|Manifiesto: NOSIGNATURE         mixinextras-forge- 0.2.0-beta.6.jar |MixinExtras |mixinextras |0.2.0-beta.6 |COMMON_SET|Manifiesto: NOSIGNATURE         sofisticadasmochilas-1.20.1-3.20.5.1044.jar |Mochilas sofisticadas |mochilas sofisticadas |3.20.5.1044 |COMMON_SET| Manifiesto: NOSIGNATURE         Guide-API-VP-1.20.1-2.2.6.jar |Guide-API VP |guideapi_vp |2.2.6 |COMMON_SET|Manifiesto: NOSIGNATURE         arquitectura-9.2.14-forge.jar |Arquitectura |arquitectura |9.2 .14 |COMMON_SET|Manifiesto: NOSIGNATURE         justhammers-forge-2.0.3+mc1.20.1.jar |Just Hammers                  |justhammers |2.0.3+mc1.20.1 |COMMON_SET|Manifiesto: NOSIGNATURE         Vampirism-1.20.1-1.10.7.jar |Vampirismo |vampirismo |1.10.7 |COMMON_SET|Manifiesto: NOSIGNATURE         vampirism_integrations-1.20.1-1.8.0 .jar |Integraciones de vampirismo |integraciones_vampirismo |1.8.0 |COMMON_SET|Manifiesto: NOSIGNATURE         GodlyVampirism-1.20.1-1.10.0.jar |Vampirismo divino |godly_vampirism |1.10.0 |COMMON_SET|Manifiesto: NOSIGNATURE         balm-forge-1.20.1 -7.2.2.jar |Bálsamo |bálsamo |7.2.2 |COMMON_SET|Manifiesto: NOSIGNATURE         thedragonlib-1.20.1-1.0.0.jar |TheDragonLib |thedragonlib |1.20.1-1.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         carryon -forge-1.20.1-2.1.2.7.jar |Continuar |carryon |2.1.2.7 |COMMON_SET|Manifiesto: NOSIGNATURE         forge-1.20.1-47.3.1-universal.jar |Forge |forge |47.3.1 |COMMON_SET |Manifiesto: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54 :47:1a:9f:7f:ed:5e:f2:90         cosmeticarmorreworked-1.20.1-v1a.jar |CosmeticArmorReworked |cosmeticarmorreworked |1.20.1-v1a |COMMON_SET|Manifiesto: 5e:ed:25:99:e4: 44:14:c0:dd:89:c1:a9:4c:10:b5:0d:e4:b1:52:50:45:82:13:d8:d0:32:89:67:56:57: 01:53         Armorplus-1.20.1-20.0.0.jar |ArmorPlus |armorplus |1.20.1-20.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         THEUNDEADREVAMPED_1.2_1.20.1[Society Monmento Upd|Undead_revamp2 |undead_revamp2 |1.0.0 | COMMON_SET|Manifiesto: NOSIGNATURE         sanitydim-mc1.20-1.1.0.jar |Sanity: Descent Into Madness |sanitydim |1.1.0 |COMMON_SET|Manifiesto: NOSIGNATURE     Informe de fallo UUID: 49e97c25-1f8b-4147-b7cc-4951e2513d6c     FML: 47.3     Forja: net.minecraftforge:47.3.1
    • I created the animations by downloading the existing ones from the Github, and redoing them. I only ever saved the animations, and didnt export because it doesnt know what directory. I'm thinkin i just need a directory and I'd have been done with this, but im not sure.  noticed in blender there was a script thingy on the side, too. so im basically just askin, since i just redid the animations, would I just have to set a directory to the better combat mod somehow? can someone help???
    • Hallo! I'm trying to make a custom modpack for my friends and I to play, but I keep getting this error code whenver I launch it and I can't figure out what's wrong with it. The game crashed whilst rendering overlay Error: java.lang.StackOverflowError: Rendering overlay   Here is the full crash report: Pastebin
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