
no config file
AlienXtream opened this issue ยท 38 comments
version 1.3.1 when i was trying it but i DID update to 1.3.2 (never tested that version though, just disabled till i could resolve this)
might want to mention that on the mod page so people know where it is to manual edit.
might want to mention that on the mod page so people know where it is to manual edit.
True, will add that. But why will u manually edit the file?
it wasn't saving any of the settings i changed. they reverted when i went to the main menu (i did click the thing to save them)
Hmmm, i did test the mod before releasing..it was saving..not sure why it isnt for you. Are you running a dedicated server or singleplayer?
the other "issue" was that i assumed there would be a config file in the actual config folder (like most mods). why one would want to manually edit is:
-if the settings dont save (like in this case)
- advanced users wanting to mess with the file
- bugs/startup crashes due to one or more of the features and having a way of disabling them out of the game (just an example)
im not actually in MC atm (and it aint exactly a quick start up time) but i will test things more and provide feedback later. it very well could just be user error due to lack of understanding or it could be an actual problem with the mod.
unrelated but will ask quickly while im here. movable TEs. planned or not? (its the main reason i wanted the mod :P)
the other "issue" was that i assumed there would be a config file in the actual config folder
Does forge have a config folder for servers? Also i hvnt done this, cuz this is more of a port of carpetmod and it stores it in the world folder itself :p
oh right. forgot. SP.
i understand that its a port. thinking about it it makes sense the config would be in the save game folder given that each setting is per world. could consider adding a forge config file for "default settings" but totally not needed.
Also can you set default and then go to your world folder and check if a carpet.conf exists, do this withut going to the main menu.
unrelated but will ask quickly while im here. movable TEs. planned or not? (its the main reason i wanted the mod :P)
I havent ported movable-te's cause well it results in so many conflicts with other mods, i will most probably make that a different mod after asking permission from the original writer of that code. So you might wonna follow me on github or curseforge ;)
king permission from the original writer of that code. So you might wonna follow me on github or curseforge ;)
understandable. there are other mods that do stuff like that with TE's. could perhaps limit it to vanilla TEs if thats possible, idk how code works in this case.
The mod im talking about is quark, it has movable te's too and it would conflict..wonna avoid that :p so yea most prolly coming to a different mod
and yeh, there was something in the configs. the others did not save but the respawn shulkers was there
and yeh, there was something in the configs. the others did not save but the respawn shulkers was there
Not sure why others didnt save, if you could provide a way to reproduce the issue then i could help
as i said, cant test it atm (well. i can but im playing something else and CBA waiting 20 mins for MC to load. yes, 20 mins with 400+ mods. if its stable for me then its stable :P). most reliable way would probably be being me... :/ seriously, i jsut have a knack for finding these sorts of bugs (assuming it is a bug)
oh you are running a modpack, maybe something else breaks carpet..not sure what r the chances it breaks the saving part, but sending your latest.log file (after you have ran ur modpack and it didnt save the config file) might help.
alright. its almost loaded. what am i testing again?
Just open the world and set different rules to setdefault true (or false ig) and then without closing the world go and check the config file and then close the world and then again check the config file...and send me your latest.log
file too maybe