High-Speed Rail

High-Speed Rail

2.1k Downloads

Sometimes High-speed Rail overrides Sparse Structure's Config

Closed 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.

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.