[FABRIC] normal tips cannot be disabled and no mod menu integration
szunakabeats opened this issue · 23 comments
with the modmenu you can not open settings for tips in fabric
also putting "tips" in : "ignoredNamespaces" does not disable the default tips
here is my config:
{
"defaultCycleTime": 5200,
"ignoredNamespaces": [tips],
"ignoredTips": []
}
using Fabric 0.14.8 and Tips-Fabric-1.19-6.0.1
my custom tips work as intended tho :)
Hello, the namespace in 1.18/1.19 is tipsmod
instead of tips
. This change was to help make things less confusing for those making custom tip packs.
hello now it just says " No tips loaded. Please review your config options! " my custom tips aren't working anymore aswell :/
What is the ID of your custom tip? If it's in the tipsmod folder then it would have the tipsmod namespace and be removed as well. You should be using a different folder for custom tips. For example assets/example/tips/my_tip.json
would be example:my_tip
the tips mod does not create a folder in fabric 1.19... my custom tips are in:
"1.19 modpack\config\openloader\resources\restored_tips\assets\restored\tips"
the weird thing is sometimes it loads the custom tips and cycles through 4-5 of them and then the "No Tips loaded" message comes again. as if the mod is loosing track of the openloader folder or something
here are my custom tips: https://imgur.com/FX4MaZf
I haven't had time to look more into your issue. Please try out the new 6.0.2 patch and see if that helps your issue.
@szunakabeats Sorry for bothering you but would you ever consider sharing those tips files? Some of them could be useful to others!
Dreaming here, but a central repo for tips JSON files for different mods where people can contribute would be really cool.
@Brittank88 well it is really easy to write your own ones and what i did is i downloaded a modpack for example "Crucial 2" and looked in it's files to see how they wrote their tips :) but if you want i can send you some examples !
That's kind of you! I would like to know how to write tips that can support depending on the presence of a mod in both Forge and Fabric. Here's my attempt at that (untested):
{
"conditions": [
{
"type": "minecraft:alternative"
"terms": [
{
"type": "fabric:all_mods_loaded",
"values": [ "antighost" ]
},
{
"type": "forge:mod_loaded",
"modid": "antighost"
}
]
}
],
"tip": {
"translate": "res_mechanica-tips-command.tip.antighost"
}
}
My idea was more in reference to providing a library of standard tips for popular mods that help users in understanding them, and modpack creators in not having to manually write out a bunch of tips for certain mods.
thats a crazy idea ! Unfortunately I'm not a professional in such technical matters so I can't help you with your attempt :/
here are 2 of my tips:
Thanks for showing me them! I'm thinking it might be a good idea to take a leaf out of your book and treat the tip titles as categories. Good idea!
Dreaming here, but a central repo for tips JSON files for different mods where people can contribute would be really cool.
Anyone can make a Pull Request on GitHub to contribute new tips, and we've already had a dozen or so community members contribute some already.
I would like to know how to write tips that can support depending on the presence of a mod in both Forge and Fabric.
Recipe conditions like this are not a vanilla feature, and Forge / Fabric could not agree to use the same JSON format. To get around this I created a loader neutral layer in the Bookshelf mod which you should already have as it's a dependency. Bookshelf conditions look like this. Stuff like this should work on nearly all json files in resource packs and data packs as well.
{
"bookshelf:load_conditions": [
{
"type": "bookshelf:mod_loaded",
"mods": "botanypots"
}
],
// rest of JSON file here
}
Anyone can make a Pull Request on GitHub to contribute new tips, and we've already had a dozen or so community members contribute some already.
I will say though, that it seems that this only applies to vanilla tips, right? I was more talking about mod-focused tips, though maybe they can be PR'd too and it's just that I'm not seeing them in the assets folder?
@Brittank88 Generally mods will implement the tips themselves, although I am not against adding some modded tips as well. The main thing is that I don't want to give players incorrect or outdated information.
Oh, absolutely.
Also, I am really struggling to get even one custom tip to load. Can you even reload them or the config whilst in-game?
I have it set up in a resourcepack, with the following paths:
assets/tipsmod-command/tips/antighost.json
:
{
"bookshelf:load_conditions": [
{
"type": "bookshelf:mod_loaded",
"mods": "antighost"
}
],
"tip": {
"translate": "tipsmod-command.tip.antighost"
}
}
assets/tipsmod-command/lang/en_us.json
:
{
"tipsmod-command.tip.antighost": "Use the /ghost command to reload ghost blocks in your radius."
}
Yo if you still want the tips file I ended up with I can go find it and send it to you on Discord ahaha