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Best Way to Store a List of Patterns? [1.18.2]


MWR

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I'm making a mod that lets you add an emblem to your armor. You can make your own by combining patterns like banners. However, I also want it to be possible to add your own patterns without Java code. I thought of make a custom tag that contains all the patterns, but they're not items. They're just PNGs, and if I understand correctly, I would need to create a custom registry to create the custom TagKey. Is there a better/simpler way to achieve this?

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On 8/7/2022 at 7:04 AM, diesieben07 said:

Registries require a special flag to be dynamic. Banner patterns currently do not do this. As such you will have to write a completely custom system for this which does not use the vanilla banner pattern registry. Look at how loot tables or tags are loaded from data packs.

So to be clear, to make a new tag type, alongside "blocks", "fluids", "items", etc., I need a registry, right? I want to have a directory just for emblems in the tags folder.

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Unless I have misunderstood your requirements, I don't think what you are trying to do is going to work.

 

The closest things in minecraft are banner patterns or paintings.

But these are registered in code (not what you want) on both the client and the server.

Then when it loads resource packs on the client it looks up the texture for each one.

 

It does it this way because the game defines what should exist, then lets the user/modpack developer give them textures (with you providing a default texture).

 

You seem to want to populate a registry from what textures exist in a resource pack? So kind of the reverse.

This isn't going to work for at least 2 reasons:

* By the time resource packs are loaded, the registries are frozen - It is too late.

* Servers don't even load resource packs, so there is no way it can use this mechanism 

 

You need some other mechanism to populate your registry.

e.g. a configuration file holding the names of what should exist, but it doesn't sound like what you want?

Edited by warjort

Boilerplate:

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

e.g. a configuration file holding the names of what should exist, but it doesn't sound like what you want?

Although that too has issues.

The forge defined configuration files are loaded after registration

Boilerplate:

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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2 hours ago, warjort said:

Unless I have misunderstood your requirements, I don't think what you are trying to do is going to work.

 

The closest things in minecraft are banner patterns or paintings.

But these are registered in code (not what you want) on both the client and the server.

Then when it loads resource packs on the client it looks up the texture for each one.

 

It does it this way because the game defines what should exist, then lets the user/modpack developer give them textures (with you providing a default texture).

 

You seem to want to populate a registry from what textures exist in a resource pack? So kind of the reverse.

This isn't going to work for at least 2 reasons:

* By the time resource packs are loaded, the registries are frozen - It is too late.

* Servers don't even load resource packs, so there is no way it can use this mechanism 

 

You need some other mechanism to populate your registry.

e.g. a configuration file holding the names of what should exist, but it doesn't sound like what you want?

I really don't know if I need the registry to hold anything. I just want it so I can put emblems under the tags folder. If I can't do that, I won't. My pre-made emblem patterns currently are not registered and are simply textures. I ran into problems with this method when creating a menu with all the patterns. I need some way to store them, and I want them to be easily expandable. I thought of config files, but datapacks seem more user-friendly. If the menu only appears in-game when you click on the special block, then I don't see a need to register anything. The packs are already loaded at that point, so my idea was for the menu to access the list of patterns, whether it be in a JSON or config file, to get whatever information it needed. I prefer to go the datapack route, so if I need a registry to create a new tag type, can I create one without filling it?

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I don't see what the tag does for you if there is nothing in the registry. You will always have empty tags?

Boilerplate:

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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4 hours ago, warjort said:

I don't see what the tag does for you if there is nothing in the registry. You will always have empty tags?

No, my idea was that the tag just stores the names of the patterns.

So for example, in tags/emblem_pattern/patterns.json:

{
"values": [
"border",
"square", …
]
}

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And when it tries to load the tag file it will look for "minecraft:border" in the registry and fail.

Boilerplate:

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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2 hours ago, warjort said:

And when it tries to load the tag file it will look for "minecraft:border" in the registry and fail.

Hmmmm… By loading the tag, do you mean when the game is initially loaded or when something is trying to access the tag?

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when it is loading the datapack

Boilerplate:

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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