Jump to content

Recommended Posts

Posted

Hey all,

 

I've got a few theoretical questions pertaining to an in-game mod manual.  I've seen a lot of mods (especially tech ones) implementing their own lore/guide books, so that the player doesn't have to constantly toggle back and forth with the wiki to figure out what they're doing.  The mod I'm working on has quite a bit of complexity to it, so I'd like to implement something similar-- a book you can refer back to if you're curious about how something works.

 

There are a couple of caveats about how I'd like to do that, though, and I'm wondering how possible/easy/efficient they'd be to implement.  First off, I'd like to make the info reveal a bit at a time as the player discovers stuff-- sort of like how the advancement system works.  And secondly, I'd like to tie the information to the player itself, so if they die and lose their book, they can make a new one and the information is still there.  (lore-wise, the book is considered to be magic and soul-bound).

 

My first thought was that the capability system is probably the way to go.  However, this book has the potential to hold a lot of unlockable segments.  So for example, you might unlock the general category for an entity, which leads you to 5/6 more detailed categories about its regional traits, which could lead to even more details that unlock separately under each of those categories, depending on how much this player learns about the entity.  It's a tree, much like the advancement system.  So if I put that into a capability, I feel like it's just going to be a lot of "has the player unlocked this? y/n" booleans.  That might not be bad?  But I'm curious if there'd be a more efficient way of doing this, or if I just do need to store everything in a capability with a lot of booleans.

 

Also, is it probably best to just store all the lore translations in the lang file the way advancements are, even if they're longer blocks of text (like, whole paragraphs/multiple paragraphs)?  Or should I try to set up a different system of, say, storing them in .json files or something and have some other way of indicating which language they are?

 

It's worth noting that I'm not locked into using the 1.14 update for this.  If 1.15 introduces any changes that would make this easier, I'm not opposed to waiting until I upgrade the mod to add this in.

 

Anyway, I'm not sure if I'm on the right track with this idea or not, but I figured I'd try and get some feedback on it before I start practically implementing it, so that if I do need to make tweaks I can do it while I'm still theory-crafting in the first place.

 

Thank you for your time!

Posted
8 hours ago, JayZX535 said:

But I'm curious if there'd be a more efficient way of doing this, or if I just do need to store everything in a capability with a lot of booleans.

Depends on what you mean by efficient. You essentially need a bunch of booleans right. So it makes sense to just have a Map<SOMEID, Boolean> which will map some ID of any type to your boolean. Or you could go with the raw array style. boolean[] where the ID is an integer so indexing just works. Or if you want to be memory efficient you could use bit logic(bitmasks, or simply using the bits of an int as a boolean).

  • Like 1

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.

  • 2 weeks later...
Posted
On 4/9/2020 at 10:33 PM, Animefan8888 said:

Depends on what you mean by efficient. You essentially need a bunch of booleans right. So it makes sense to just have a Map<SOMEID, Boolean> which will map some ID of any type to your boolean. Or you could go with the raw array style. boolean[] where the ID is an integer so indexing just works. Or if you want to be memory efficient you could use bit logic(bitmasks, or simply using the bits of an int as a boolean).

Apologies for the delayed response.  Sounds like I have some options to play around with when setting this up-- thanks!  I'll keep these in mind for when I start adding lore!

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

    • When I first heard about Bitcoin back in 2018, I was skeptical. The idea of a decentralized, digital currency seemed too good to be true. But I was intrigued as I learned more about the technology behind it and its potential. I started small, investing just a few hundred dollars, dipping my toes into the cryptocurrency waters. At first, it was exhilarating to watch the value of my investment grow exponentially. I felt like I was part of the future, an early adopter of this revolutionary new asset. But that euphoria was short-lived. One day, I logged into my digital wallet only to find it empty - my Bitcoin had vanished without a trace. It turned out that the online exchange I had trusted had been hacked, and my funds were stolen. I was devastated, both financially and emotionally. All the potential I had seen in Bitcoin was tainted by the harsh reality that with decentralization came a lack of regulation and oversight. My hard-earned money was gone, lost to the ether of the digital world. This experience taught me a painful lesson about the price of trust in the uncharted territory of cryptocurrency. While the technology holds incredible promise, the risks can be catastrophic if you don't approach it with extreme caution. My Bitcoin investment gamble had failed, and I was left to pick up the pieces, wiser but poorer for having placed my faith in the wrong hands. My sincere appreciation goes to MUYERN TRUST HACKER. You are my hero in recovering my lost funds. Send a direct m a i l ( muyerntrusted ( @ ) mail-me ( . )c o m ) or message on whats app : + 1 ( 4-4-0 ) ( 3 -3 -5 ) ( 0-2-0-5 )
    • You could try posting a log (if there is no log at all, it may be the launcher you are using, the FAQ may have info on how to enable the log) as described in the FAQ, however this will probably need to be reported to/remedied by the mod author.
    • So me and a couple of friends are playing with a shitpost mod pack and one of the mods in the pack is corail tombstone and for some reason there is a problem with it, where on death to fire the player will get kicked out of the server and the tombstone will not spawn basically deleting an entire inventory, it doesn't matter what type of fire it is, whether it's from vanilla fire/lava, or from modded fire like ice&fire/lycanites and it's common enough to where everyone on the server has experienced at least once or twice and it doesn't give any crash log. a solution to this would be much appreciated thank you!
    • It is 1.12.2 - I have no idea if there is a 1.12 pack
  • Topics

×
×
  • Create New...

Important Information

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