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Version: 1.21.x

Configuration

Configurations define settings and consumer preferences that can be applied to a mod instance. NeoForge uses a configuration system using TOML files and read with NightConfig.

Creating a Configuration

A configuration can be created using a subtype of IConfigSpec. NeoForge implements the type via ModConfigSpec and enables its construction through ModConfigSpec.Builder. The builder can separate the config values into sections via Builder#push to create a section and Builder#pop to leave a section. Afterwards, the configuration can be built using one of two methods:

MethodDescription
buildCreates the ModConfigSpec.
configureCreates a pair of the class holding the config values and the ModConfigSpec.
note

ModConfigSpec.Builder#configure is typically used with a static block and a class that takes in ModConfigSpec.Builder as part of its constructor to attach and hold the values:

//Define a field to keep the config and spec for later
public static final ExampleConfig CONFIG;
public static final ModConfigSpec CONFIG_SPEC;

private ExampleConfig(ModConfigSpec.Builder builder) {
// Define properties used by the configuration
// ...
}

//CONFIG and CONFIG_SPEC are both built from the same builder, so we use a static block to seperate the properties
static {
Pair<ExampleConfig, ModConfigSpec> pair =
new ModConfigSpec.Builder().configure(ExampleConfig::new);

//Store the resulting values
CONFIG = pair.getLeft();
CONFIG_SPEC = pair.getRight();
}

Each config value can be supplied with additional context to provide additional behavior. Contexts must be defined before the config value is fully built:

MethodDescription
commentProvides a description of what the config value does. Can provide multiple strings for a multiline comment.
translationProvides a translation key for the name of the config value.
worldRestartThe world must be restarted before the config value can be changed.

ConfigValue

Config values can be built with the provided contexts (if defined) using any of the #define methods.

All config value methods take in at least two components:

  • A path representing the name of the variable: a . separated string representing the sections the config value is in
  • The default value when no valid configuration is present

The ConfigValue specific methods take in two additional components:

  • A validator to make sure the deserialized object is valid
  • A class representing the data type of the config value
//Store the config properties as public finals
public final ModConfigSpec.ConfigValue<String> welcomeMessage;

private ExampleConfig(ModConfigSpec.Builder builder) {
//Define each property
//One property could be a message to log to the console when the game is initialised
welcomeMessage = builder.define("welcome_message", "Hello from the config!");
}

The values themselves can be obtained using ConfigValue#get. The values are additionally cached to prevent multiple readings from files.

Additional Config Value Types

  • Range Values
    • Description: Value must be between the defined bounds
    • Class Type: Comparable<T>
    • Method Name: #defineInRange
    • Additional Components:
      • The minimum and maximum the config value may be
      • A class representing the data type of the config value
note

DoubleValues, IntValues, and LongValues are range values which specify the class as Double, Integer, and Long respectively.

  • Whitelisted Values

    • Description: Value must be in supplied collection
    • Class Type: T
    • Method Name: #defineInList
    • Additional Components:
      • A collection of the allowed values the configuration can be
  • List Values

    • Description: Value is a list of entries
    • Class Type: List<T>
    • Method Name: #defineList, #defineListAllowEmpty if list can be empty
    • Additional Components:
      • A supplier that returns a default value to use when a new entry is added in configuration screens.
      • A validator to make sure a deserialized element from the list is valid
      • (optional) A vaidator to make sure the list does not get too little or too many entries
  • Enum Values

    • Description: An enum value in the supplied collection
    • Class Type: Enum<T>
    • Method Name: #defineEnum
    • Additional Components:
      • A getter to convert a string or integer into an enum
      • A collection of the allowed values the configuration can be
  • Boolean Values

    • Description: A boolean value
    • Class Type: Boolean
    • Method Name: #define

Registering a Configuration

Once a ModConfigSpec has been built, it must be registered to allow NeoForge to load, track, and sync the configuration settings as required. Configurations should be registered in the mod constructor via ModConatiner#registerConfig. A configuration can be registered with a given type representing the side the config belongs to, the ModConfigSpec, and optionally a specific file name for the configuration.

// In the main mod file with a ModConfigSpec CONFIG
public ExampleMod(ModContainer container) {
...
//Register the config
container.registerConfig(ModConfig.Type.COMMON, ExampleConfig.CONFIG);
...
}

Configuration Types

Configuration types determine where the configuration file is located, what time it is loaded, and whether the file is synced across the network. All configurations are, by default, either loaded from .minecraft/config on the physical client or <server_folder>/config on the physical server. Some nuances between each configuration type can be found in the following subsections.

tip

NeoForge documents the config types within their codebase.

  • STARTUP
    • Loaded on both the physical client and physical server from the config folder
    • Read immediately on registration
    • NOT synced across the network
    • Suffixed with -startup by default
warning

Configurations registered under the STARTUP type can cause desyncs between the client and server, such as if the configuration is used to disable the registration of content. Therefore, it is highly recommended that any configurations within STARTUP are not used to enable or disable features that may change the content of the mod.

  • CLIENT
    • Loaded ONLY on the physical client from the config folder
      • There is no server location for this configuration type
    • Read immedately before FMLCommonSetupEvent is fired
    • NOT synced across the network
    • Suffixed with -client by default
  • COMMON
    • Loaded on both the physical client and physical server from the config folder
    • Read immedately before FMLCommonSetupEvent is fired
    • NOT synced across the network
    • Suffixed with -common by default
  • SERVER
    • Loaded on both the physical client and physical server from the config folder
      • Can be overridden for each world by adding a config to:
        • Client: .minecraft/saves/<world_name>/serverconfig
        • Server: <server_folder>/world/serverconfig
    • Read immedately before ServerAboutToStartEvent is fired
    • Synced across the network to the client
    • Suffixed with -server by default

Configuration Events

Operations that occur whenever a config is loaded or reloaded can be done using the ModConfigEvent.Loading and ModConfigEvent.Reloading events. The events must be registered to the mod event bus.

caution

These events are called for all configurations for the mod; the ModConfig object provided should be used to denote which configuration is being loaded or reloaded.

Configuration Screen

A configuration screen allows users to edit the config values for a mod while in-game without needing to open any files. The screen will automatically parse your registered config files and populate the screen.

A mod can use the built-in configuration screen that NeoForge provides. Mods can extend ConfigurationScreen to change the behavior of the default screen or make their own configuration screen. Mods can also create their own screen from scratch and provide that custom screen to NeoForge through the below extension point.

A configuration screen can be registered for a mod by registering a IConfigScreenFactory extension point during mod construction on the client:

// In the main client mod file
public ExampleModClient(ModContainer container) {
...
// This will use NeoForge's ConfigurationScreen to display this mod's configs
container.registerExtensionPoint(IConfigScreenFactory.class, ConfigurationScreen::new);
...
}

The configuration screen can be accessed in game by going to the 'Mods' page, selecting the mod from the sidebar, and clicking the 'Config' button. Startup, Common, and Client config options will always be editable at any point. Server configs are only editable in the screen when playing on a world locally. If connected to a server or to another person's LAN world, Server config option will be disabled in the screen. The first page of the config screen for the mod will show every registered config file for players to pick which one to edit.

warning

Translation keys should be added and have the text defined within the lang JSON for all config entries if you are making a screen.

You can specify a translation key for a config by using the ModConfigSpec$Builder#translation method, so we can extend the previous code to:

ConfigValue<T> value = builder.comment("This value is called 'config_value_name', and is set to defaultValue if no existing config is present")
.translation("modid.config.config_value_name")
.define("config_value_name", defaultValue);

To make translating easier, open the configuration screen and visit all of the configs and their subsections. Then back out to the mod list screen. All untranslated config entries that were encountered will be printed to the console at this point. This makes it easier to know what to translate and what the translation keys are.