High-Speed Rail

High-Speed Rail

21.4k Downloads

Sometimes High-speed Rail overrides Sparse Structure's Config

Aninuscsalas opened this issue ยท 3 comments

commented

Minecraft generates the same config file for both mods. (Not sure which mod causes it, so I made an issue there MaxenceDC/sparsestructures#18)

Steps to reproduce:

Both config files (highspeed-rail.json5 and sparsestructures.json5) have the same content.
Its either this

{


  //
  // List of blocks and how they affect a train travelling on top.  cartSpeed is in blocks-per-second.
  //
  'blocks' : [
    {
        'blockId': 'minecraft:gravel',
        'cartSpeed': 40
    }
  ],

  // Whether a speedometer should be displayed when you get in a minecart.
  //
  // The mod must be installed on the client for this to work.
  'isSpeedometerEnabled'     : true,

  // Whether the 'true' speed should also be displayed on the speedometer.  The deafult speedometer just shows your
  // approximate speed; this precisely measures distance travelled every tick.  It's more resource-intensive
  // and also flickers sort of annoyingly, so disabled by default.  There's usually not much difference, anyway.
  'isTrueSpeedometerEnabled' : false,

  // Whether Vanilla ice boats should be allowed.  Set to 'false' to limit ice boats to ground speed; 'true'
  //
  // The mod must be installed on the client for this to work.
  'isIceBoatsEnabled'        : false
}

or this

// ### THE MOD REQUIRES A RESTART OF THE GAME TO APPLY CHANGES ###
{
  // this is the main spread factor (default is 2)
  //
  // tips : a spread factor can be a decimal number (such as 1.5)
  //        a spread factor of 1 means all structure's placement are not modified (useful if you want to use only custom spread factors)
  //        a spread factor above 1 means all structures are rarer
  //        a spread factor below 1 means all structure are more common
  "spreadFactor": 2,

  // this is a list of custom spread factors
  "customSpreadFactors": [
    // example of the mansion being doubled in rarity (the mod's default)
    {
        "structure": "minecraft:mansion",
        "factor": 2
    },
    // add the structures you want to modify in the format:
    // {
    //     "structure": "namespace:structure_name",
    //     "factor": number
    // },
    // where "structure" is a structure_set or the name of a structure
    // /!\ if you put the name of a structure, all structures in its set will be modified
    // (example : "minecraft:village_plains" will modify all structures in the "villages" set)
    // see https://minecraft.wiki/w/Tutorials/Custom_structures#Structure_Set for more info
    //
    // tip : the same spread factors rules apply here
  ]
}

Minecraft logs (No errors here) : https://mclo.gs/lulisJF

commented

The issue seems to be that both mods use the same default config name (default-config.json5).

This is now fixed on the Sparse Structure's side, but i think changing it here would prevent future issues like this

commented

Hmm, that's weird, my assumption has always been that the mod classes get loaded in a JarClassLoader and so all resources would be scoped to the jar. Probably a bad assumption; I'm not super familiar with Fabric's innards.

Anyway, it's an easy fix, thanks for the report.

yeah right, I thought the same! Now it's fixed everywhere so that's nice.

commented

Hmm, that's weird, my assumption has always been that the mod classes get loaded in a JarClassLoader and so all resources would be scoped to the jar. Probably a bad assumption; I'm not super familiar with Fabric's innards.

Anyway, it's an easy fix, thanks for the report.