// // a list of conditions, when any of the conditions is met, the element will be rendered
// // the condition result can be negated with "negate": true
// // the condition can also be activated only once and hold forever after that with "hold_after_trigger": true
// {
// "type": "LOADING_PERCENTAGE", // renders the element when the Minecraft loading progress percentage is in the defined range
// "minimum": 0,
// "minimumInclusive": false,
// "maximum": 50,
// "maximumInclusive": true,
// },
// {
// "type": "LOADING_STAGE", // renders the element when any active loading stage contains any of the defined keywords (stages below)
// // the match is not case sensitive
// "stages": [
// // Note that some stages may occure concurently or in a different order
// // some of the options for example are:
// "Scanning mod candidates",
// "Launching minecraft",
// "Loading bootstrap resources",
// "Loading mods",
// "Mod Construction",
// "Mod Construction: Deferred Queue",
// "Registry initialization",
// "Config loading",
// "Minecraft Progress",
// "Sided setup"
// ]
// }
// ],
"position":{
// define which point in the image should be aligned at x, y position on the window
// Possible values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT, CENTER, TOP_CENTER, BOTTOM_CENTER, LEFT_CENTER, RIGHT_CENTER
"position_anchor":"TOP_LEFT",
// The unit for x, y position PIXELS or PERCENTAGE (percentage of the window values: 0-100)
// the position unit can also be defined for each coordinate separately position_unit_x, position_unit_y
"position_unit":"PIXELS",
// The position of the anchor on the screen in position_unit
"x":0,
"y":0,
// The unit for width, height - PIXELS or PERCENTAGE (again, percantage of the window) - can't be defined separately
"size_unit":"PERCENTAGE",
// "keep_aspect_ratio": false, // to disable maintaining aspect ratio (enabled by default)
// The width and height of the image in size_unit
// if you specify both values, the aspect ratio is not preserved
// if you specify only one value, the other is calculated to preserve the aspect ratio
"width":100,
"height":100
}
},
{
// the loading text should be centered and poistioned at 60% from the top of the window
// loading.png is also available if you want the text without animation
"image":"loading.apng",
// APNG texture can also be rendered based on the loading progress
// if the APNG texture has 100 frames, each frame will be rendered at each percentage of the loading progress (so frame 50 will be rendered at 50% loading progress)
// GAME_LOADING_IMAGE uses minecraft loading progress, note that this progress is AFTER the early loading
// TOTAL_LOADING_IMAGE uses heuristic based on known loading phases to estimate the total loading progress,
// that includes the early loading AND minecraft loading in total
// "type": "TOTAL_LOADING_IMAGE" // or "GAME_LOADING_IMAGE"
"position":{
// using bottom center alignes the bottom of the loading text to the 60%
// this comes handy as we want to render the loading bar below it
"position_anchor":"BOTTOM_CENTER",
"position_unit":"PERCENTAGE",
"x":50,
"y":60,
"size_unit":"PERCENTAGE",
// the loading text should be 25% of the window width
"width":25
}
}
],
// "progress_bar": null to remove the default progress bar element
"progress_bar":{
// 3 is also default when the value is not specified
"bar_count":3,
"position":{
"position_anchor":"TOP_CENTER",
"position_unit":"PERCENTAGE",
"x":50,
"y":65
// custom width and height is not supported
}
},
"performance_bar":true,
"fox":false,
"log_messages":true,
"forge_version":false
// I dont think it would be nice to remove the mojang logo and change the branding, so I am not allowing it here
// When specified, the window resolution will be fixed
// if omited, the window resolution will match the window size in fml.toml
// also note that this resolution is for the frame buffer, some height of the window is taken by the window header
// so if you set the height of the monitor, you will get black bars on sides
// since the frame buffer will be actually higher than the space in the window