Jump to content

[1.11.2/1.10.2] [SOLVED] Config categories & folders


Recommended Posts

Posted (edited)

Hi,

 

I'm wondering how I can create a folder for different config files and how to let each different config file have different categories.

 

As a side note: I'm using the annotation based config system and I've got also an ingame-config which gets generated automatically:

@Config(modid = Constants.MOD_ID)
public class ModConfig {
    
    @Config.LangKey("config.test.general.energyname")
    @Config.Comment("The name of the Energy to be displayed.")
    public static String ENERGY_NAME = "FU";
    
    @Config.LangKey("config.test.general.teslaname")
    @Config.Comment("The name of Tesla Energy to be displayed.")
    public static String TESLA_ENERGY_NAME = "T";
    
    
    
    @Mod.EventBusSubscriber
    private static class ConfigHandler {
        
        /**
         * Inject the new values and save to the config file when the
         * config has been changed from the GUI.
         * 
         * @param event the event
         */
        @SubscribeEvent
        public static void onConfigChanged(ConfigChangedEvent.OnConfigChangedEvent event) {
            if(event.getModID().equals(Constants.MOD_ID))
                ConfigManager.load(Constants.MOD_ID, Config.Type.INSTANCE);
        }
    }
}

 

Thx in advance.

Bektor

Edited by Bektor

Developer of Primeval Forest.

Posted (edited)

By default, the config file will use the modid as the file-name if no name parameter is given to the annotation.
Extending from that, if you provide a name that contains file-separators, the folder-structure will be auto-magically built for you.
For example, I use:

@Config(modid = Echo.MODID, name = "Echo/"+Echo.NAME)

where Echo.NAME is the mod's name parameter, per Forge's @Mod annotation.

 

This creates a sub-folder called "Echo" in the config folder, and a config-file named "Echo" in the mentioned sub-folder.

Edited by Matryoshika

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Posted
  On 6/19/2017 at 1:13 PM, Matryoshika said:

By default, the config file will use the modid as the file-name if no name parameter is given to the annotation.
Extending from that, if you provide a name that contains file-separators, the folder-structure will be auto-magically built for you.
For example, I use:

@Config(modid = Echo.MODID, name = "Echo/"+Echo.NAME)

where Echo.NAME is the mod's name parameter, per Forge's @Mod annotation.

 

This creates a sub-folder called "Echo" in the config folder, and a config-file named "Echo" in the mentioned sub-folder.

Expand  

Ah, ok. So how am I able to create categories inside of these configs?

Also, do I need to create a new class for a new config?

Developer of Primeval Forest.

Posted

For categories, you need to create static inner classes.

@Config(modid = Echo.MODID, name = "Echo/" + Echo.NAME)
public class ConfigHandler {

	public static Compat compat = new Compat();

	public static class Compat {
		@Config.LangKey("config.echo:botania")
		@Config.Comment("Should Echo add any interactions at all with Botania?")
		public boolean botania = true;

		@Config.LangKey("config.echo:botania.pool")
		@Config.Comment("Should Echo add interactions with Botania's pools")
		public boolean botania_pool = true;

		@Config.LangKey("config.echo:botania.spreader")
		@Config.Comment("Should Echo add interactions with Botania's Spreader")
		public boolean botania_spreader = true;

	}
}

The configuration code above will contain a sub-category called "compat" that houses the 3 configs pertaining to that category.

To access for example the botania_spreader config, I call ConfigHandler.compat.botania_spreader.

I would recommend that you create individual classes for each file.

  • Like 1

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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

    • Hello All,  Relatively new to this and after playing for a few hours whenever someone enters the nether the entire server will crash and my friend and I are at a bit of a loss. Deleting player data solves the issues but it still persists whenever someone enters even after deleting the DIM-1 folder. Paste: https://pastebin.com/REbpJVqe Thanks!   -Mitchell
    • Add the crash-report or latest.log (logs-folder) with sites like https://mclo.gs/ and paste the link to it here  
    • Cracked Launchers are not supported
    • Hi, I have a problem in minecraft java (only in forge 1.20.1), When I start the game after a moment the game crashed with code 1 this only in forge 1.20.1 , I tried to reinstall java, Upgrade java to 17, update the drivers to the latest version, downgrade the drivers to the pervious version, deleting .minecraft and reinstall it , but none of these ways working.   here is the log:   [Launcher] Launching Minecraft... I'm hiding! mods after C:\Users\Windows\AppData\Roaming\.minecraft\mods\tl_skin_cape_forge_1.20_1.20.1-1.32.jar [InnerMinecraftServersImpl]  search changers of the servers read servers from servers.dat [] [InnerMinecraftServersImpl]  prepare inner servers save servers to servers.dat [Launcher] Game skin type: TLAUNCHER [Launcher] Starting Minecraft Forge 1.20.1... [Launcher] Launching in: C:\Users\Windows\AppData\Roaming\.minecraft Starting garbage collector: 96 / 227 MB Garbage collector completed: 60 / 214 MB [Launcher] Processing post-launch actions. Assist launch: true =============================================================================================== [05:29:03] [main/INFO]: ModLauncher running: args [--username, *********, --version, Forge 1.20.1, --gameDir, C:\Users\Windows\AppData\Roaming\.minecraft, --assetsDir, C:\Users\Windows\AppData\Roaming\.minecraft\assets, --assetIndex, 5, --uuid, *************************************, --accessToken, вќ„вќ„вќ„вќ„вќ„вќ„вќ„вќ„, --clientId, null, --xuid, null, --userType, mojang, --versionType, modified, --width, 925, --height, 530, --launchTarget, forgeclient, --fml.forgeVersion, 47.3.22, --fml.mcVersion, 1.20.1, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20230612.114412] [05:29:04] [main/INFO]: ModLauncher 10.0.9+10.0.9+main.dcd20f30 starting: java version 17.0.12 by Oracle Corporation; OS Windows 10 arch amd64 version 10.0 [05:29:15] [main/INFO]: Loading ImmediateWindowProvider fmlearlywindow [05:29:24] [main/INFO]: Trying GL version 4.6 [05:29:60] [main/INFO]: Requested GL version 4.6 got version 4.6 [05:29:67] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.5 Source=union:/C:/Users/Windows/AppData/Roaming/.minecraft/libraries/org/spongepowered/mixin/0.8.5/mixin-0.8.5.jar%23100!/ Service=ModLauncher Env=CLIENT FATAL ERROR in native method: Thread[pool-2-thread-1,5,main]: No context is current or a function that is not available in the current context was called. The JVM will abort execution.     at org.lwjgl.opengl.GL11C.nglGetString(org.lwjgl.opengl@3.3.1+7/Native Method)     at org.lwjgl.opengl.GL11C.glGetString(org.lwjgl.opengl@3.3.1+7/GL11C.java:978)     at net.minecraftforge.fml.earlydisplay.DisplayWindow.initRender(fmlearlydisplay@1.20.1-47.3.22/DisplayWindow.java:209)     at net.minecraftforge.fml.earlydisplay.DisplayWindow.lambda$start$5(fmlearlydisplay@1.20.1-47.3.22/DisplayWindow.java:292)     at net.minecraftforge.fml.earlydisplay.DisplayWindow$$Lambda$437/0x000001fab120a618.run(fmlearlydisplay@1.20.1-47.3.22/Unknown Source)     at java.util.concurrent.Executors$RunnableAdapter.call(java.base@17.0.12/Executors.java:539)     at java.util.concurrent.FutureTask.run(java.base@17.0.12/FutureTask.java:264)     at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(java.base@17.0.12/ScheduledThreadPoolExecutor.java:304)     at java.util.concurrent.ThreadPoolExecutor.runWorker(java.base@17.0.12/ThreadPoolExecutor.java:1136)     at java.util.concurrent.ThreadPoolExecutor$Worker.run(java.base@17.0.12/ThreadPoolExecutor.java:635)     at java.lang.Thread.run(java.base@17.0.12/Thread.java:842) Here I am! [VersionManager] Refreshing versions locally... [VersionManager] Versions has been refreshed (6 ms) [Launcher] Launcher exited. [Launcher] Minecraft closed with exit code: 1 flush now [Launcher] [Crash] Signature "Bad video drivers" matches! [Crash] Signature "Bad video drivers" matches! [Launcher] [Crash] Crash has been recognized! [Crash] Crash has been recognized! flush now
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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