Jump to content

how do i make a ID list in a text file and how do i make an other file to log in


dark2222

Recommended Posts

my first question is how do i make a ID list in a text file players can go in and change? (adding or removing ID's)

 

my second question is how do i make an other file my mod can write stuff in? (like the FML log)

 

EDIT-

maybe can a bit more info of my mod idea help.

 

my mod idea is to have a server-side (or universal that depends on if im gonna need some client info) and what the mod is checking if any blocks placed match a ID list (that's where the first question come in) and if the block match it will write/log time, player name, what block, maybe cords.

Link to comment
Share on other sites

It's called a config file.

 

Configuration config = new Configuration(event.getSuggestedConfigurationFile());
        config.load();
        int fogID = config.getBlock("Fog", 1549).getInt();
    config.save();

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

It's called a config file.

 

Configuration config = new Configuration(event.getSuggestedConfigurationFile());
        config.load();
        int fogID = config.getBlock("Fog", 1549).getInt();
    config.save();

 

for the ID list?

EDIT-

sorry are new to config files :|

EDIT-

just tried add that code but i can't find  event.getSuggestedConfigurationFile()

Link to comment
Share on other sites

event

has to be your

FMLPreInitializationEvent

.

thanks the config file works but do you now how i can make a ID list of in-game stuff that i don't add?

 

example if i want to now when players place a quarry from buildcraft i want just to put the quarry ID in a file (maybe make a id list in the config file?) 

Link to comment
Share on other sites

what do you mean?

You can't store information about a world in your config file as the config file is for general stuff like block ids. These don't change between worlds.

But the quarry id is an information which is bound to the world, so you can't store it in the config (there is only ever ONE config file, not one per world).

 

So you have to use the WorldSavedData class, which allows you to save additional arbitrary data to the world save.

so with a WorldSavedData class can i make a ID List that is changeable for server host's and maybe ops using commands?

EDIT-

Sorry if i sound like a big noob never made a mod that did this before

Link to comment
Share on other sites

No, that is not the purpose of that class.

Please explain in more detail what you want to do.

what i want to do is make a mod that can say/log when a player place a specific block.

i don't now else how to explain it more so i am gonna tell how i got the mod idea.

 

I was in a teamspeak server one day and they had some tps/server lag and they found out that 2 quarry's what overflowing  and the admin didn't now who's quarry's it was so i though that it cud be allot easier if he cud type a command and see who place it, where he placed it (cords), when he placed and what he placed.

that's about it i don't now how else to say it :)

Link to comment
Share on other sites

That is not an easy task as there

a) are a lot of blocks being placed => Thats a shit-ton of data

b) no BlockPlaceEvents in forge

 

And also: there are already Bukkit plugins which do this far better than anything you can quickly create in forge (LogBlock of the top of my head, not sure if thats still accurate, i havent had a bukkit server in ages).

a) if i made it universal cud i not then make the client sync with a ID List that the server have so instead of checking all blocks being placed the client will send a package when it place a block that match one of the ID's from the list?

 

b) i searched a bit around before posting this and i found PlayerInteractEvent.Action.RIGHT_CLICK_BLOCK i may be able to detect it with that some way

 

and i now there are is bukkit plugins that are far betta then i can quickly make but who said it shall be a quick and easy mod? not all mods works on bukkit (if they even do, don't now).

and i wanna make a more advanced mods most bekos my last mod is alot basic stuff (just adding alot of stuff)

Link to comment
Share on other sites

a) if i made it universal cud i not then make the client sync with a ID List that the server have so instead of checking all blocks being placed the client will send a package when it place a block that match one of the ID's from the list?

It will still be a lot of data. And you shouldn't do stuff like that on the client, or your mod will be easily exploitable.

 

how can a mod that only log player name, when it happen, where it happen(cord maybe also dim) and what got placed be exploitable?

 

the only way i can see it as exploitable is that is tells the players cord for ops/admins

Link to comment
Share on other sites

how can a mod that only log player name, when it happen, where it happen(cord maybe also dim) and what got placed be exploitable?

I was talking about your intention of doing something on the client. The client can always be hacked, the server can't. Do as much as you can on the server.

ok that's nice to now but i actually set this project on pause until i now a bit more java and forge coding

 

so i am working on another mod and i have some problems with that (gui problems) and probably gonna make a post in modder support here for that soon :) (never added a GUI/tile entitiy/container before so having small problems)

 

EDIT-

never mind about that with making a new post found and fixed the problem

Link to comment
Share on other sites

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I haven't been having this issue recently until now, but after a minute or two, opening the inventory is giving me an immediate crash: https://pastebin.com/gwv7CeKV
    • rp.crazyheal.xyz mods  
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.