Posted April 15, 20232 yr I'm wondering if it is possible (or is planned for 1.20) for a mod to create their own custom feature flags. I know that config files are a thing and should probably be used, but it would also be cool if you can have some features of your mod under a feature flag, allowing the player to choose which ones to have inside a world (just like vanilla feature flags). I've tried using the vanilla implementation public static final FeatureFlag MY_FEATURE_FLAG = new FeatureFlagRegistry.Builder("main").create(new ResourceLocation("modid", "my_feature_flag")); and providing the feature flag to the block properties inside the requiredFeatures method, but unfortunately the game crashes as soon as it loads up with the following error Exception caught during firing event: Mismatched feature universe, expected 'main', but got 'main' Full crash report here: https://pastebin.com/1NtaAeeM And you can see where I create a Feature Flag here: https://github.com/JimiIT92/MineWorld/blob/master/src/main/java/org/mineworld/core/MWFeatureFlags.java So I don't know if I'm actually doing something wrong or is just something that is currently impossible to do Don't blame me if i always ask for your help. I just want to learn to be better
April 17, 20232 yr It's intended purpose is only for vanilla, so you can treat it as impossible for mods. It wouldn't matter anyways since if three additional feature flags was registered, the game would crash.
April 17, 20232 yr Author Really? I was reading about a limit of 64... I think is a really missed opportunity, but can't complain too much. I guess the closest I can get is to have a config setting and then disable the crafting recipes or the use of blocks/items based on that config Don't blame me if i always ask for your help. I just want to learn to be better
April 17, 20232 yr From the code, the limit is 64 (it is stored in game as a bitmask in a long). It looks like you can create your own FeatureFlagRegistry with its own "universe". But then you would have to implement your own way of configuring, referencing and saving it. So probably more effort than a server config file. 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.
April 18, 20232 yr 13 hours ago, warjort said: From the code, the limit is 64 (it is stored in game as a bitmask in a long). My bad, I might have been misremembering the implementation. Still, it would require rewriting a huge portion of the feature flag logic to make it possible with a massive bump in computation time since any dynamic solution would take longer than the nanoseconds needed to check a bitmask.
April 19, 20232 yr Author On 4/18/2023 at 1:43 AM, warjort said: It looks like you can create your own FeatureFlagRegistry with its own "universe". That was exactly what I was looking into, but can't seem to make it work properly at all. Even trying to register a Feature Flag using a different "universe" than main completely brokes the game. So yeah, I guess config file is the way to go Don't blame me if i always ask for your help. I just want to learn to be better
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.