Tips

Tips

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[FABRIC] normal tips cannot be disabled and no mod menu integration

szunakabeats opened this issue · 23 comments

commented

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 :)

commented

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.

commented

hello now it just says " No tips loaded. Please review your config options! " my custom tips aren't working anymore aswell :/

commented

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

commented

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"

commented

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

commented

would be awesome to get some help here ..

commented

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.

commented

no problem ! the issue seems to be solved now :) thx !

commented

but a mod menu integration still would be nice

commented

@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.

commented

@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 !

commented

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.

commented

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:

https://we.tl/t-1LU9rxFUSv

commented

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!

commented

@Brittank88

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
}
commented

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?

commented

Oh, that's wonderful! Thank you so much for clearing it all up.

commented

@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.

commented

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."
}
commented

Nevermind, I got it working!

commented

Nevermind, I got it working!

image

commented

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

commented

There was another bug in the mod preventing things from working as intended. This bug has been fixed on 1.18.2, and should be fixed on 1.19+ soon.