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[1.14.4] Testing ForgeConfigSpec.BooleanValue in code


kwpugh
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Hi All,

 

I'm looking for some guidance on how to test if ForgeConfigSpec.BooleanValue equals true in my item register class.  

 

I have setup an item value in my general mod config builder (e.g. SNIPER_SWORD):

package com.kwpugh.gobber2.world;

import net.minecraftforge.common.ForgeConfigSpec;

public class GeneralModConfig
{
    public static ForgeConfigSpec.BooleanValue GOBBER2_ORE_GENERATION;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_CHANCE;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_SIZE;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_MIN_HEIGHT;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_MAX_HEIGHT;

    public static ForgeConfigSpec.BooleanValue GOBBER2_LUCKY_BLOCK_GENERATION;
    public static ForgeConfigSpec.IntValue GOBBER2_LUCKY_BLOCK_CHANCE;
    public static ForgeConfigSpec.IntValue GOBBER2_LUCKY_BLOCK_SIZE;
    public static ForgeConfigSpec.IntValue GOBBER2_LUCKY_BLOCK_MIN_HEIGHT;
    public static ForgeConfigSpec.IntValue GOBBER2_LUCKY_BLOCK_MAX_HEIGHT;

    public static ForgeConfigSpec.BooleanValue GOBBER2_ORE_NETHER_GENERATION;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_NETHER_CHANCE;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_NETHER_SIZE;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_NETHER_MIN_HEIGHT;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_NETHER_MAX_HEIGHT;
    
    public static ForgeConfigSpec.BooleanValue GOBBER2_ORE_END_GENERATION;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_END_CHANCE;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_END_SIZE;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_END_MIN_HEIGHT;
    public static ForgeConfigSpec.IntValue GOBBER2_ORE_END_MAX_HEIGHT;
    
    public static ForgeConfigSpec.BooleanValue SNIPER_SWORD;
    
    public static void init(ForgeConfigSpec.Builder SERVER_BUILDER)
    {
        SERVER_BUILDER.comment("Gobber Ore Generation").push("gobber2_ore");

        GOBBER2_ORE_GENERATION = SERVER_BUILDER.comment("Generate Gobber Ore in the world [true / false]").define("gobberOreGeneration", true);
        GOBBER2_ORE_SIZE = SERVER_BUILDER.comment("Size of Gobber Ore pockets [0-100, default: 3]").defineInRange("gobberOreSize", 3, 0, 100);
        GOBBER2_ORE_CHANCE = SERVER_BUILDER.comment("Chances of Gobber Ore pocket being generated [0-100, default: 10]").defineInRange("gobberOreChance", 10, 0, 100);
        GOBBER2_ORE_MIN_HEIGHT = SERVER_BUILDER.comment("Minimal height for Gobber Ore pocket generation, [0-255, default: 20]").defineInRange("gobberOReMinHeight", 20, 0, 255);
        GOBBER2_ORE_MAX_HEIGHT = SERVER_BUILDER.comment("Maximal height for Gobber Ore pocket generation [0-255, default: 30]").defineInRange("gobberOreMaxHeight", 30, 0, 255);

        SERVER_BUILDER.pop();
        
        
        SERVER_BUILDER.comment("Gobber Lucky Block Generation").push("gobber2_lucky_block");

        GOBBER2_LUCKY_BLOCK_GENERATION = SERVER_BUILDER.comment("Generate Gobber Lucky Block in the world [true / false]").define("gobberLuckyBlockGeneration", true);
        GOBBER2_LUCKY_BLOCK_SIZE = SERVER_BUILDER.comment("Size of Gobber Lucky Block pockets [0-100, default: 3]").defineInRange("gobberLuckyBlockSize", 3, 0, 100);
        GOBBER2_LUCKY_BLOCK_CHANCE = SERVER_BUILDER.comment("Chances of Gobber Lucky Block pocket being generated [0-100, default: 20]").defineInRange("gobberLuckyBlockChance", 20, 0, 100);
        GOBBER2_LUCKY_BLOCK_MIN_HEIGHT = SERVER_BUILDER.comment("Minimal height for Gobber Lucky Block pocket generation, [0-255, default: 1]").defineInRange("gobberLuckyBlockMinHeight", 1, 0, 255);
        GOBBER2_LUCKY_BLOCK_MAX_HEIGHT = SERVER_BUILDER.comment("Maximal height for Gobber Lucky Block pocket generation [0-255, default: 255]").defineInRange("gobberLuckyBlockMaxHeight", 255, 0, 255);

        SERVER_BUILDER.pop();
        
        
        SERVER_BUILDER.comment("Gobber Nether Ore Generation").push("gobber2_ore_nether");

        GOBBER2_ORE_NETHER_GENERATION = SERVER_BUILDER.comment("Generate Gobber Nether Ore in the world [true / false]").define("gobberOreNetherGeneration", true);
        GOBBER2_ORE_NETHER_SIZE = SERVER_BUILDER.comment("Size of Gobber Nether Ore pockets [0-100, default: 1]").defineInRange("gobberOreNetherSize", 3, 0, 100);
        GOBBER2_ORE_NETHER_CHANCE = SERVER_BUILDER.comment("Chances of Gobber Nether Ore pocket being generated [0-100, default: 10]").defineInRange("gobberOreNetherChance", 80, 0, 100);
        GOBBER2_ORE_NETHER_MIN_HEIGHT = SERVER_BUILDER.comment("Minimal height for Gobber Nether Ore pocket generation, [0-255, default: 5]").defineInRange("gobberOreNetherMinHeight", 20, 0, 255);
        GOBBER2_ORE_NETHER_MAX_HEIGHT = SERVER_BUILDER.comment("Maximal height for Gobber Nether Ore pocket generation [0-255, default: 50]").defineInRange("gobberOreNetherMaxHeight", 255, 0, 255);

        SERVER_BUILDER.pop();
        
        
        SERVER_BUILDER.comment("Gobber End Ore Generation").push("gobber2_ore_end");

        GOBBER2_ORE_END_GENERATION = SERVER_BUILDER.comment("Generate Gobber End Ore in the world [true / false]").define("gobberOreEndGeneration", true);
        GOBBER2_ORE_END_SIZE = SERVER_BUILDER.comment("Size of Gobber End Ore pockets [0-100, default: 5]").defineInRange("gobberOreEndSize", 5, 0, 100);
        GOBBER2_ORE_END_CHANCE = SERVER_BUILDER.comment("Chances of Gobber End Ore pocket being generated [0-100, default: 10]").defineInRange("gobberOreEndChance", 80, 0, 100);
        GOBBER2_ORE_END_MIN_HEIGHT = SERVER_BUILDER.comment("Minimal height for Gobber End Ore pocket generation, [0-255, default: 5]").defineInRange("gobberOreEndMinHeight", 0, 0, 255);
        GOBBER2_ORE_END_MAX_HEIGHT = SERVER_BUILDER.comment("Maximal height for Gobber End Ore pocket generation [0-255, default: 50]").defineInRange("gobberOreEndMaxHeight", 255, 0, 255);

        SERVER_BUILDER.pop();
        
        
        SERVER_BUILDER.comment("Sniper Sword Enablement").push("gobber2_sniper_sword");

        SNIPER_SWORD = SERVER_BUILDER.comment("Enable crafting of Sniper Sword [true / false]").define("sniperSwordEnablement", true);
       
        SERVER_BUILDER.pop();
    }
}

The value correctly writes to my config file.

 

In my item register class, doing a simple: if(GeneralModConfig.SNIPER_SWORD == true) yields an error: "Incompatible operand types ForgeConfigSpec.BooleanValue and boolean"

 

Looking through ForgeConfigSpec class, it is clear that this is a much more complex structure than just a boolean.  In reading the ForgeConfigSpec class code, I am not able to figure out how to navigate this structure to test the ForgeConfigSpec.BooleanValue I set.

 

Any guidance would be helpful.

 

Regards.

 

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Ok.  So I clearly did it the wrong way in my 1.12.2 version, since I used conditional statements to either register or not based on config values.

 

Can you provide some guidance on how I should accomplish this?   I am not aware of how I would "hide" an item or block from the game after it is already registered.

 

Thank you.

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Ok.  I assume disabling the recipes and removing from ItemGroup would still leave already created versions of the item in the game?  Is that correct?

 

My desire is that disabling the item in the config would also remove any of the items in the world as well.

 

 

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33 minutes ago, kwpugh said:

My desire is that disabling the item in the config would also remove any of the items in the world as well.

Then you will also have to do something else like when a chunk is loaded and by extension TileEntities remove them from their exposed IItemHandler capability. You'll also want to insert in Item#inventoryTick them removing themselves from the players inventory.And if Item#inventoryTick doesn't work you'll have to use the PlayerTickEvent.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Ok.  So that seems like a lot of work just to remove an item.

 

What exactly is the downside of my old method of conditional registration based on config values.   Looking at other mods source code, this seems to be a fairly common practice.

 

I am not clear on the negative implications.

 

 

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13 minutes ago, kwpugh said:

I am not clear on the negative implications.

Here is one. Items and Blocks are registered at the beginning of Minecraft/Forge launching. Now if you had that based off of config values certain items would register and certain items wouldn't. Now imagine a player trying to connect to a server who has a set up config file. One that is different from his. Disabling certain items. What do you think would happen. The player would not be able to connect because the Item/Block registries are different.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Yes, that would be bad.

 

Ok, back to original suggestion.

 

- I do not understand getSubItem, so I will need to research that.

- How does one disable recipes within a mod, programmatically?   I have only worked with adding or removing json file manually.

 

 

 

 

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11 minutes ago, kwpugh said:

- How does one disable recipes within a mod, programmatically?   I have only worked with adding or removing json file manually.

You can remove them from the forge registry it is one of the modifiable ones.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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5 minutes ago, kwpugh said:

IForgeRegistry<IRecipeSerializer<?>>.    This one?

 

 

Uhh no, as it turns out recipes are no longer a forge registry or at least not yet, There are recipe conditions which should let you disable the recipe based on config options.

Choonster explains how to  something similar to this here.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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