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Posted

I'd like to be able to use @Mod as a shorthand for the package in which the @Mod is in, in _factories.json.

 

That is, the following _factories.json:

 

{
  "conditions": {
    "zero_max_energy": "@Mod.conditions.ZeroMaxEnergy"
  }
}

 

in assets/powercrops/recipes, should use the modid from the path (powercrops) to fetch the matching @Mod, and use the package it's in. In powercrops case, this is io.github.soniex2.powercrops.

 

Currently I'm using package powercrops for _factories.json stuff (e.g. as in powercrops.ZeroMaxEnergy), because it's easier.

No, you do NOT need jar modding!

Posted

No, this makes things more ambiguous. And requires parsing binary files in order to get the value that is needed. Which is bad for anyone else looking at the files.

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

Posted (edited)

Actually @ is invalid in package names. We could also use super for the parent package (a la @Mod.super), which is also invalid in package names. So no, no ambiguity there.

 

Also what do you mean requires parsing binary files? They're already parsed by the time _factories.json is loaded. And you'll need to parse those binary files anyway if you wanna add IDE support (error reporting) for factories.

Edited by SoniEx2

No, you do NOT need jar modding!

Posted

Ambiguous in the sense that this is a strictly defined "Use your class name" Where as if you start introducing variables then it just makes it more complicated.

And yes FORGE already parses the mod, tho it doesn't keep any information about the package so we'd still have to look that up from the container.

But this isn't about Forge it's about other things that look up this information outside of the Minecraft runtime.

Seriously no, it saves you 10 seconds, but adds a ton of complexity to the system.

Stop being lazy and just write out the package. If you have  IDE it's literally 4 clicks.

  • Like 1

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

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