Jump to content

[1.9 or higher] [not that revolutionary] Multiple dimension-dependent configsets


robijnvogel

Recommended Posts

So before proposing my feature request to you, I am first going to state that this would require some BIG changes and that it may not be feasible to implement these on a Minecraft version that already has a lot of mods, like MC 1.7.10 or 1.8.9.

If accepted and implemented quickly, MC 1.9 may be possible, but I guess this can not be implemented any sooner than MC 1.10.

 

So here is the idea: Introduce a new structure for config settings, to allow users/modpack makers to have a separate set of configs for separate dimensions. This would allow for different dimensions to handle for instance, the energy usage of machines, the generation of structures (using multiple Overworlds with the Forge Essentials Multiworld function) or other mod-specific settings in different dimensions separately.

 

Actually this "multiple config sets for the same modpack" idea is the general idea behind my Void of Magic/Tech modpack that is distributed via the FTB launcher. There is, however, a Minecraft forum thread for the pack as well, and there HeadsUpHigh suggested to me that I should take this Idea to the next level.

 

On the Minecraft Forums, HeadsUpHigh and be have been discussing this feature on the Minecraft Forum for a bit and I think that that discussion describes the way we visualize the possibility of this system better than I can explain it here.

This is why I am linking the first comment in this discussion here.

If you want to know more about the general idea behind my modpack that led to this feature request, you can read about that in the OP.

I walk amongst titans.

Link to comment
Share on other sites

There's nothing to make this easier on mod developers either. It'll only be effective if a lot of mods implement this in the same way.

Otherwise there will maybe be one mod that is going to pick up on it and since no other mods have it, the functionality in that one mod will never get used.

I walk amongst titans.

Link to comment
Share on other sites

This isnt "revolutionary" or anything special. Its something ive been thinking of doing for a long time. Just mever gotten around to doing.

The issue is we are not rewriting the config system unless we start using a more SANE save format. I would like to use json, but the whole not supporting comments is the issue.

 

We need to find a pragmatic way to save config objects to a easily edited, standard, format with comments.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Link to comment
Share on other sites

We need to find a pragmatic way to save config objects to a easily edited, standard, format with comments.

 

I recently stopped using all my about-year-old configs based on Forge Configuration in favor of HOCON format (https://github.com/typesafehub/config).

I can only say I am like... infinitely satisfied. You have more readable JSON format which can have comments and can be even sent to clients as serialized JSON, I mean - how fun is that! And the API - it is so nice and tidy (gotta love e.g: default fallbacks).

 

If any, I'd recommend you guys utilizing this or something of this sort.

1.7.10 is no longer supported by forge, you are on your own.

Link to comment
Share on other sites

Problem with using hocon is the license may be a issue (need to read it) and shipping it.

Also its onternal api is bad for what we want modders to see. But its something i could look into.

 

Skimming the github on my phone makes the .conf format seem powerful... but also TO powerful to the point where its to complex.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Link to comment
Share on other sites

Problem with using hocon is the license may be a issue (need to read it) and shipping it.

Also its onternal api is bad for what we want modders to see. But its something i could look into.

 

Skimming the github on my phone makes the .conf format seem powerful... but also TO powerful to the point where its to complex.

 

What about the .ini format that IC2 uses? Or isn't that any more structured than the current .cfg format?

I walk amongst titans.

Link to comment
Share on other sites

ini is flat, flat is bad. It also is not strongly typed and doesn't have mechanics for things like lists or the like.

Really all I want is a implementation of the JSON WRITER that supports comments, no extra fancy shit, just that.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Link to comment
Share on other sites

This is probably a horrible way of doing things, but I store my configs in json using the format:


{
  "thirst-enabled": {
    "description": "Should DayZ thirst be enabled?",
    "value": true
  },
  "debug-mode": {
    "description": "Should DayZ log extra information?",
    "value": false
  },
  "structure-generation-chance": {
    "description": "1 in x chance to generate a structure in a given chunk",
    "value": 60
  },
  "show-world-type-warning": {
    "description": "Should DayZ warn if the worldtype is not DayZ?",
    "value": true
  },
  "spawn-zombies-in-default-world": {
    "description": "Should DayZ zombies generate in the surface world?",
    "value": false
  }
}

Link to comment
Share on other sites

  • 2 months later...

My only suggestion would be YAML.

I know it isn't perfect, I would rather have the braces there to show the hierachy, but it allows comments in addition to everything JSON allows (as far as I am aware).

Alternatively someone could write a custom format (probably JSON-based) that allows comments. It could even be as simple as a custom JSON parser.

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I am creating a mod that adds new armor sets and changes how armor sets are crafted. When the player interacts with the block it fails to open the gui, but I get no error or stacktrace. All of my registration classes are being called correctly. LightArmorBenchScreen's constructor, render, and renderbg methods are not being called at all. Here is the code: package net.leeveygames.celestial.blocks.custom; import net.leeveygames.celestial.Celestial; import net.leeveygames.celestial.blocks.entity.CelestialBlockEntities; import net.leeveygames.celestial.blocks.entity.LightArmorBenchBlockEntity; import net.minecraft.core.BlockPos; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.entity.player.Player; import net.minecraft.world.level.BlockGetter; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.BaseEntityBlock; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.RenderShape; import net.minecraft.world.level.block.entity.BlockEntity; import net.minecraft.world.level.block.entity.BlockEntityTicker; import net.minecraft.world.level.block.entity.BlockEntityType; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.phys.BlockHitResult; import net.minecraft.world.phys.shapes.CollisionContext; import net.minecraft.world.phys.shapes.VoxelShape; import net.minecraftforge.network.NetworkHooks; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; public class LightArmorBenchBlock extends BaseEntityBlock { public static final VoxelShape SHAPE = Block.box(0, 0, 0, 16, 12, 16); public LightArmorBenchBlock(Properties pProperties) { super(pProperties); } @Override public VoxelShape getShape(BlockState pState, BlockGetter pLevel, BlockPos pPos, CollisionContext pContext) { return SHAPE; } @Override public RenderShape getRenderShape(BlockState pState) { return RenderShape.MODEL; } @Override public void onRemove(BlockState pState, Level pLevel, BlockPos pPos, BlockState pNewState, boolean pIsMoving) { if (pState.getBlock() != pNewState.getBlock()) { BlockEntity blockEntity = pLevel.getBlockEntity(pPos); if (blockEntity instanceof LightArmorBenchBlockEntity) { ((LightArmorBenchBlockEntity) blockEntity).drops(); } } super.onRemove(pState, pLevel, pPos, pNewState, pIsMoving); } @NotNull @Override public InteractionResult use(BlockState pState, Level pLevel, BlockPos pPos, Player pPlayer, InteractionHand pHand, BlockHitResult pHit) { if(pLevel.isClientSide()) return InteractionResult.SUCCESS; BlockEntity be = pLevel.getBlockEntity(pPos); if (be instanceof LightArmorBenchBlockEntity blockEntity) { ServerPlayer player = (ServerPlayer)pPlayer; Celestial.LOGGER.info("Opening Screen."); NetworkHooks.openScreen(player, blockEntity, pPos); } return InteractionResult.CONSUME; } @Nullable @Override public BlockEntity newBlockEntity(BlockPos pPos, BlockState pState) { return new LightArmorBenchBlockEntity(pPos, pState); } @Nullable @Override public <T extends BlockEntity> BlockEntityTicker<T> getTicker(Level pLevel, BlockState pState, BlockEntityType<T> pBlockEntityType) { if(pLevel.isClientSide()) { return null; } return createTickerHelper(pBlockEntityType, CelestialBlockEntities.LIGHT_ARMOR_BENCH_BLOCK_ENTITY.get(), (pLevel1, pPos, pState1, pBlockEntity) -> pBlockEntity.tick(pLevel1, pPos, pState1)); } }   package net.leeveygames.celestial.screen; import net.leeveygames.celestial.Celestial; import net.leeveygames.celestial.blocks.CelestialBlocks; import net.leeveygames.celestial.blocks.entity.LightArmorBenchBlockEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.world.entity.player.Inventory; import net.minecraft.world.entity.player.Player; import net.minecraft.world.inventory.*; import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.entity.BlockEntity; import net.minecraftforge.common.capabilities.ForgeCapabilities; import net.minecraftforge.items.SlotItemHandler; public class LightArmorBenchMenu extends AbstractContainerMenu { public final LightArmorBenchBlockEntity blockEntity; private final Level level; public LightArmorBenchMenu(int pContainerId, Inventory inv, FriendlyByteBuf extraData) { this(pContainerId, inv, inv.player.level().getBlockEntity(extraData.readBlockPos())); Celestial.LOGGER.info("Creating Light Armor Bench Menu. Client"); } public LightArmorBenchMenu(int pContainerId, Inventory inv, BlockEntity entity) { super(CelestialMenuTypes.LIGHT_ARMOR_BENCH_MENU.get(), pContainerId); Celestial.LOGGER.info("Creating Light Armor Bench Menu. Server"); checkContainerSize(inv, 2); blockEntity = ((LightArmorBenchBlockEntity) entity); this.level = inv.player.level(); addPlayerInventory(inv); addPlayerHotbar(inv); createLightArmorBenchSlots(blockEntity); } private void createLightArmorBenchSlots(LightArmorBenchBlockEntity blockEntity) { Celestial.LOGGER.info("Creating Light Armor Bench Slots."); this.blockEntity.getCapability(ForgeCapabilities.ITEM_HANDLER).ifPresent(iItemHandler -> { this.addSlot(new SlotItemHandler(iItemHandler, 0, 11, 15)); this.addSlot(new SlotItemHandler(iItemHandler, 1, 82, 33)); this.addSlot(new SlotItemHandler(iItemHandler, 2, 133, 33)); }); } // CREDIT GOES TO: diesieben07 | https://github.com/diesieben07/SevenCommons // must assign a slot number to each of the slots used by the GUI. // For this container, we can see both the tile inventory's slots as well as the player inventory slots and the hotbar. // Each time we add a Slot to the container, it automatically increases the slotIndex, which means // 0 - 8 = hotbar slots (which will map to the InventoryPlayer slot numbers 0 - 8) // 9 - 35 = player inventory slots (which map to the InventoryPlayer slot numbers 9 - 35) // 36 - 44 = TileInventory slots, which map to our TileEntity slot numbers 0 - 8) private static final int HOTBAR_SLOT_COUNT = 9; private static final int PLAYER_INVENTORY_ROW_COUNT = 3; private static final int PLAYER_INVENTORY_COLUMN_COUNT = 9; private static final int PLAYER_INVENTORY_SLOT_COUNT = PLAYER_INVENTORY_COLUMN_COUNT * PLAYER_INVENTORY_ROW_COUNT; private static final int VANILLA_SLOT_COUNT = HOTBAR_SLOT_COUNT + PLAYER_INVENTORY_SLOT_COUNT; private static final int VANILLA_FIRST_SLOT_INDEX = 0; private static final int TE_INVENTORY_FIRST_SLOT_INDEX = VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT; // THIS YOU HAVE TO DEFINE! private static final int TE_INVENTORY_SLOT_COUNT = 2; // must be the number of slots you have! @Override public ItemStack quickMoveStack(Player playerIn, int pIndex) { Slot sourceSlot = slots.get(pIndex); if (sourceSlot == null || !sourceSlot.hasItem()) return ItemStack.EMPTY; //EMPTY_ITEM ItemStack sourceStack = sourceSlot.getItem(); ItemStack copyOfSourceStack = sourceStack.copy(); // Check if the slot clicked is one of the vanilla container slots if (pIndex < VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT) { // This is a vanilla container slot so merge the stack into the tile inventory if (!moveItemStackTo(sourceStack, TE_INVENTORY_FIRST_SLOT_INDEX, TE_INVENTORY_FIRST_SLOT_INDEX + TE_INVENTORY_SLOT_COUNT, false)) { return ItemStack.EMPTY; // EMPTY_ITEM } } else if (pIndex < TE_INVENTORY_FIRST_SLOT_INDEX + TE_INVENTORY_SLOT_COUNT) { // This is a TE slot so merge the stack into the players inventory if (!moveItemStackTo(sourceStack, VANILLA_FIRST_SLOT_INDEX, VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT, false)) { return ItemStack.EMPTY; } } else { System.out.println("Invalid slotIndex:" + pIndex); return ItemStack.EMPTY; } // If stack size == 0 (the entire stack was moved) set slot contents to null if (sourceStack.getCount() == 0) { sourceSlot.set(ItemStack.EMPTY); } else { sourceSlot.setChanged(); } sourceSlot.onTake(playerIn, sourceStack); return copyOfSourceStack; } @Override public boolean stillValid(Player pPlayer) { return stillValid(ContainerLevelAccess.create(level, blockEntity.getBlockPos()), pPlayer, CelestialBlocks.LIGHT_ARMOR_BENCH.get()); } private void addPlayerInventory(Inventory playerInventory) { Celestial.LOGGER.info("Creating Player Inventory."); for (int i = 0; i < 3; ++i) { for (int l = 0; l < 9; ++l) { this.addSlot(new Slot(playerInventory, l + i * 9 + 9, 8 + l * 18, 84 + i * 18)); } } } private void addPlayerHotbar(Inventory playerInventory) { Celestial.LOGGER.info("Creating Player Hotbar."); for (int i = 0; i < 9; ++i) { this.addSlot(new Slot(playerInventory, i, 8 + i * 18, 142)); } } }   package net.leeveygames.celestial.screen; import com.mojang.blaze3d.systems.RenderSystem; import net.leeveygames.celestial.Celestial; import net.minecraft.client.gui.GuiGraphics; import net.minecraft.client.gui.screens.inventory.AbstractContainerScreen; import net.minecraft.client.renderer.GameRenderer; import net.minecraft.network.chat.Component; import net.minecraft.resources.ResourceLocation; import net.minecraft.world.entity.player.Inventory; public class LightArmorBenchScreen extends AbstractContainerScreen<LightArmorBenchMenu> { private static final ResourceLocation TEXTURE = new ResourceLocation(Celestial.MOD_ID, "textures/gui/LightArmorBenchGUI.png"); public LightArmorBenchScreen(LightArmorBenchMenu pMenu, Inventory pPlayerInventory, Component pTitle) { super(pMenu, pPlayerInventory, pTitle); Celestial.LOGGER.info("Creating Light Armor Bench Screen."); this.imageWidth = 176; this.imageHeight = 166; } @Override protected void init() { Celestial.LOGGER.info("Screen init."); super.init(); } @Override protected void renderBg(GuiGraphics guiGraphics, float pPartialTick, int pMouseX, int pMouseY) { Celestial.LOGGER.info("Render Background Method."); RenderSystem.setShader(GameRenderer::getPositionTexShader); RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F); RenderSystem.setShaderTexture(0, TEXTURE); guiGraphics.blit(TEXTURE, this.leftPos, this.topPos, 0, 0, this.imageWidth, this.imageHeight); } @Override public void render(GuiGraphics guiGraphics, int mouseX, int mouseY, float delta) { Celestial.LOGGER.info("Render Method."); renderBackground(guiGraphics); super.render(guiGraphics, mouseX, mouseY, delta); renderTooltip(guiGraphics, mouseX, mouseY); } }   package net.leeveygames.celestial.blocks.entity; import net.leeveygames.celestial.screen.LightArmorBenchMenu; import net.minecraft.client.gui.screens.inventory.FurnaceScreen; import net.minecraft.core.BlockPos; import net.minecraft.core.Direction; import net.minecraft.nbt.CompoundTag; import net.minecraft.network.chat.Component; import net.minecraft.world.Container; import net.minecraft.world.Containers; import net.minecraft.world.MenuProvider; import net.minecraft.world.SimpleContainer; import net.minecraft.world.entity.player.Inventory; import net.minecraft.world.entity.player.Player; import net.minecraft.world.inventory.AbstractContainerMenu; import net.minecraft.world.inventory.ContainerData; import net.minecraft.world.inventory.FurnaceMenu; import net.minecraft.world.item.Item; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.entity.BlockEntity; import net.minecraft.world.level.block.entity.BlockEntityType; import net.minecraft.world.level.block.state.BlockState; import net.minecraftforge.common.capabilities.Capability; import net.minecraftforge.common.capabilities.ForgeCapabilities; import net.minecraftforge.common.util.LazyOptional; import net.minecraftforge.items.IItemHandler; import net.minecraftforge.items.ItemStackHandler; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; public class LightArmorBenchBlockEntity extends BlockEntity implements MenuProvider { private final ItemStackHandler itemHandler = new ItemStackHandler(3) { @Override protected void onContentsChanged(int slot) { super.onContentsChanged(slot); LightArmorBenchBlockEntity.this.setChanged(); } }; private static final int INPUT_SLOT = 0; private static final int OUTPUT_SLOT = 1; private LazyOptional<IItemHandler> lazyItemHandler = LazyOptional.empty(); public LightArmorBenchBlockEntity(BlockPos pPos, BlockState pBlockState) { super(CelestialBlockEntities.LIGHT_ARMOR_BENCH_BLOCK_ENTITY.get(), pPos, pBlockState); } @Override public @NotNull <T> LazyOptional<T> getCapability(@NotNull Capability<T> cap, @Nullable Direction side) { if(cap == ForgeCapabilities.ITEM_HANDLER) { return lazyItemHandler.cast(); } return super.getCapability(cap, side); } @Override public void onLoad() { super.onLoad(); lazyItemHandler = LazyOptional.of(() -> itemHandler); } @Override public void invalidateCaps() { super.invalidateCaps(); lazyItemHandler.invalidate(); } public void drops() { SimpleContainer inventory = new SimpleContainer(itemHandler.getSlots()); for(int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, itemHandler.getStackInSlot(i)); } Containers.dropContents(this.level, this.worldPosition, inventory); } @Override public Component getDisplayName() { return Component.translatable("block.celestial.light_armor_bench"); } @Nullable @Override public AbstractContainerMenu createMenu(int pContainerId, Inventory pPlayerInventory, Player pPlayer) { return new LightArmorBenchMenu(pContainerId, pPlayerInventory, this); } @Override protected void saveAdditional(CompoundTag pTag) { pTag.put("inventory", itemHandler.serializeNBT()); super.saveAdditional(pTag); } @Override public void load(CompoundTag pTag) { super.load(pTag); itemHandler.deserializeNBT(pTag.getCompound("inventory")); } public void tick(Level pLevel, BlockPos pPos, BlockState pState) { } }   Here is the console output: https://pastebin.com/krgExnYT
    • I couldn't find much usage, I found this and attempted to implement it. It doesn't seem to do anything though. I have this linked to a server to client packet... I have been at this since September seventh and have not made any progress. Blockpos and Blockstate are all pre-assigned variables, as is pLevel. I took the vertex consumer directly from LevelRenderer where I got this code from anyways. I didn't know what number to put into the ModelBakery.DESTROY_TYPES.get() so I just put the breakTime I used in the above code. Am I missing something?
    • Problematic part: [net.minecraft.server.network.ServerGamePacketListenerImpl/]: Gu57 lost connection: Internal Exception: io.netty.handler.codec.EncoderException: java.lang.NullPointerException: Cannot invoke "net.minecraft.resources.ResourceLocation.toString()" because "p_130086_" is null There is no crash, single player works, sadly it's not Hexerei Debug log: (can't use pastebin, cause 10 mb) https://drive.google.com/file/d/16ikQIx7nYjJtF4aJLy5KqFQHh6-jBNrd/view?usp=sharing
    • Something in the Alex's Caves mod is preventing Distant Horizons from rendering. However, I don't want to get rid of Alex's Caves, as it is a part of my personal modded experience. Can someone please find the issue for me?
  • 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.