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Updated Configuring mods (markdown)
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@ -34,19 +34,19 @@ After that you might need to do some more configuration. Go through the chapters
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This is the most annoying part, but it is only needed with worlds (chunks) stored in the 1.12.x format! So if you have a minecraft world with only 1.13.x and above, you don't need to do this.
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Before 1.13 and [the flattening](https://minecraft.gamepedia.com/Java_Edition_1.13/Flattening), blocks are stored by their numeric-id and a meta-value. So the andesite block for example has id `1` and a meta value of `5`, this is usually written like so: `1:5`.<br>
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If a mod now adds a new block, this new block is being assigned to such an id. Forge then stores a mapping of the numeric-id and the textual-id of this block in a table in the world-files *(`level.dat`)*. Now BlueMap needs to know for each id:meta combination what block-state to render.
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If a mod now adds a new block, this new block is being assigned to such an id. Forge then stores a mapping of the numeric-id and the literal-id of this block in a table in the world-files *(`level.dat`)*. Now BlueMap needs to know for each id:meta combination what block-state to render.
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So, we have 3 id-types:
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- The `numeric-id` (e.g. `169`) is some integer standing for some block. The mapped block can be different for each world.
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- The `textual-id` (e.g. `minecraft:sea_lantern`) is the (namespaced) unique name of the block.
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- The `resource-id` (e.g. `minecraft:sea_lantern`) declares the namespace and the name of the block-state file in resources (and resource-packs). So BlueMap would search in the loaded resources for the file `assets/<namespace>/blockstates/<id>.json` (`assets/minecraft/blockstates/sea_lantern.json`). This is usually the same as the `textual-id` but there are some rare cases where they are different.
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- The `literal-id` (e.g. `minecraft:sea_lantern`) is the (namespaced) unique name of the block.
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- The `resource-id` (e.g. `minecraft:sea_lantern`) declares the namespace and the name of the block-state file in resources (and resource-packs). So BlueMap would search in the loaded resources for the file `assets/<namespace>/blockstates/<id>.json` (`assets/minecraft/blockstates/sea_lantern.json`). This is usually the same as the `literal-id` but there are some rare cases where they are different.
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To configure a block, you need to find all possible meta-values and their belonging textual-id + properties.
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Then we format them like this: `"namespace:textual-id:meta": "namespace:resource-id[property1=value1,property2=value2]"` and add them to the config *(see example above)*. You can also use the numeric-id instead of the textual-id, but since this id can change across worlds this is not recommended.
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To configure a block, you need to find all possible meta-values and their belonging literal-id + properties.
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Then we format them like this: `"namespace:literal-id:meta": "namespace:resource-id[property1=value1,property2=value2]"` and add them to the config *(see example above)*. You can also use the numeric-id instead of the literal-id, but since this id can change across worlds this is not recommended.
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Currently, there is no general way how to find this info, but here are some things that might help:
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- Has the mod a wiki? Maybe there is some info.
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- The textual-id and the properties of a block are usually displayed in-game if you press F3 and look at the block.
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- The literal-id and the properties of a block are usually displayed in-game if you press F3 and look at the block.
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- The BlueMap plugin has a command `/bluemap debug` that shows you all the information BlueMap has about the block at your feet and the one you are standing on. For 1.12.x this also includes the numeric-id and the meta-value.
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- The mod/plugin [WorldEdit](https://www.curseforge.com/minecraft/mc-mods/worldedit) can create blocks based on numeric-id:meta for you
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- BlueMap generates a folder `missing-configs` that contains files with all blocks BlueMap did not find any configuration for. Those generated configs contain the default values BlueMap "guessed" for the blocks.
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