To create a new config, you need to create a new class that extends Config, just like this:
publicclassMyConfigextendsConfig {}
Simple! Now, it needs a constructor. The Mod object stores both its name and category, along with the mod's file name. Usually, named "yourmodname.json".
publicMyConfig() {// Available mod types: PVP, HUD, UTIL_QOL, HYPIXEL, SKYBLOCK super(newMod("My Mod",ModType.UTIL_QOL),"config.json");initialize();}
Additional cosmetics
If you wish, you can specify an icon for your mod that will be shown in the GUI. All you need to do is add a third argument that specifies your icon's file path.
publicMyConfig() {// Available mod types: PVP, HUD, UTIL_QOL, HYPIXEL, SKYBLOCK super(newMod("My Mod",ModType.UTIL_QOL,"/filepath/to/icon.png"),"config.json");initialize();}
OneConfig supports both the PNG and SVG (vector) image formats.
Initializing on launch
Finally, you have to initialize your config when the game launches. This can easily be done using the Events system, with the InitializationEvent, most commonly in your main class:
And you're done, pretty simple huh? Your config is now registered and can be seen in the GUI. So naturally, it's time to add some options.