Posted February 24, 20214 yr Hi, I am updating some of my mods, and I store config files in the "/saves/WORLDNAME/" folder. I am having trouble getting this folder name at the moment. In 1.12.2 the code to get this was: FMLCommonHandler.instance().getMinecraftServerInstance().getFolderName() However I'm struggling to find the equivalent in 1.16. Many thanks in advance. Edited February 26, 20214 yr by Zeher_Monkey
February 25, 20214 yr Author 18 hours ago, diesieben07 said: Forge's config system has this built in using the ModConfig.Type.SERVER config type. Okay thanks, can these be changed dynamically with a world? Basically I am storing a LinkedHashMap with a BlockPos as the Key, and a custom Classfile as the value. When a block is placed down a new instance of the Customfile.class is created and added to the map, with that blocks BlockPos as the key, and the map is stored within the "/saves/WORLDNAME/mymod/" folder. I am assuming that Forge's config system is not the best system to use with my use-case. Edited February 25, 20214 yr by Zeher_Monkey
February 26, 20214 yr Author 16 hours ago, diesieben07 said: That is not a config file at all. That's a data file. Use WorldSavedData or a world capability. Many thanks for your help, although the ForgeDocs seem to be outdated, as I could not find reference to: World#getMapStorage() Anywhere in the actual code in Forges latest release for 1.16.3. I really do not want to enter the capability rabbit hole, as I have had major trouble getting packets to work in the past. I instead reviewed some other posts, and following your guidance on those posts have resorted to using this code, which works on both the client and server side: Object save = ObfuscationReflectionHelper.getPrivateValue(MinecraftServer.class, server, "field_71310_m"); if (save instanceof SaveFormat.LevelSave) { String save_name = ((LevelSave) save).getSaveName(); file_path.append(save_name); System.out.println("File: [" + fileName + "] Accessed for World: [" + save_name + "]"); } I am aware that its not a great way of doing it, but I have a robust system for saving and reading from files, which I have been using for a long while now.
February 26, 20214 yr Author 14 hours ago, diesieben07 said: That made me laugh! Okay maybe not robust, but it has been reliable for me so far. I use a GSON -> JSON converter with custom TypeAdapters for objects GSON doesn't already know how to convert. Works for my purposes. Thanks for your help!
February 27, 20214 yr Author 11 hours ago, diesieben07 said: Or, you know, you could just use WorldSavedData which is known to be robust, has a way more compact data format than JSON and doesn't require you to reengineer things whenever a new game update comes out... Very true, but to be honest my code only needed a few lines updated. I want to move to something more native, but am struggling to find references to WorldSavedData. I am not worried about compact data, there is only 1 master file which contains each registered object, and each object is only ~3KB in size. It allows easy debugging, and on servers specifically, tweaks to the data that do not require things like NBTExplorer to use. It works for my purposes.
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.