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


Bektor
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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.

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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.

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On 6/19/2017 at 3:13 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.

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.

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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.

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