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«# Respackopts

PSA: Depending on the version you are downloading, a separate installation of cloth config, or LibJF may be required

Respackopts provides resource and data packs with config menus
By default, it provides a custom system for conditional resources, resource expansion and integrates with frex, canvas and fabulous shaders

## Using Respackopts

### Users

After installing respackopts, a menu button will appear besides all supported resource packs. No further configuration is needed.

### Pack authors

Please head to the wiki for details on how to use respackopts in a pack.

## Performance Impact

Performance always depends on factors other than the game itself like disk speed, resource usage by other programs, the OS you are using, etc. These measurements were taken with Minecraft 1.20.1, Fabric Loader 0.14.21, Fabric API 0.84.0, LibJF 3.8.0 and Therefore, please do not assume these measurements to be accurate for all use cases.

LibJF injects hooks into the resource loader, meaning there is additional overhead for every resource access. In practice, this results in a five percent increase in resource reloading time over vanilla and an eight percent increase in game load times over vanilla (.2 seconds).

Respackopts uses those hooks and additional mixins to work, adding additional overhead. In practice, this results in a six percent increase in resource reloading time over vanilla and an eighteen percent increase in game load times over vanilla (.43 seconds).

The most significant increase is measurable during pack scanning, which takes nearly 100 times longer when comparing Minecraft with Respackopts to vanilla. This is because Respackopts performs and caches most parsing and computation during this stage. As the statistic for game loading shows, this is not necessarily noticeable during startup, because the total is still comparably small. It is only noticeable in the resource pack screen, where scanning is performed every 20 ticks and whenever the screen is resized and the impact is much larger. For this reason, I have created a separate mod that tweaks that screen for increased performance.

## Setup

INFO

Any pack id or config entry name MUST only contain alphabetical characters (no numbers, spaces, underscores, etc) and SHOULD be in camelCase.

If that is not the case, you may face unexpected issues.

You can add translations to work around this in the UI shown to users though.
Creating a config

In order to start using Respackopts, you must first add a config file to your pack. To do so, add a customized version of the following to your pack as /respackopts.json5:
json

{
    id: "<PackID>",
    version: 9,
    capabilities: ["FileFilter", "DirFilter"],
    conf: {
        // Your config options here
    }
}

Capabilities:

    FileFilter: (Default Enabled)
    If stated will enable file filtering functionality.

    DirFilter: (Default Disabled)
    If stated will enable folder filtering functionality.

    DirFilterAdditive: (Default Disabled)
    If stated this will enable a compatibility fix for some mods that also modify resources.

Adding a Toggle/Boolean

To add a boolean entry, add code like this: "entryName": <Default Option (true/false)>
Example:
json

{
    id: "examplePack",
    version: 9,
    capabilities: ["FileFilter", "DirFilter"],
    conf: {
        someTexture: true,
        someOtherTexture: false
    }
}

Result:

configExampleBoolean
See ToggleFiles to see the logic behind this
Adding a Free Number Box

A number box follows the same principle as a boolean: "entryName": Default Numberplease note any value can be put in here with no limit
Example:
json

{
    id: "examplePack",
    version: 9,
    capabilities: ["FileFilter", "DirFilter"],
    conf: {
        someOption: 10
    }
}

Result:

configExampleNumber
Adding a slider

A slider is slightly more complicated as a minimum and a maximum need to be defined. More information is available here
Select From a list

To allow users to select one entry from a list, you can use a json array with string entries. Numbers/etc are not supported
Example:
json

{
    id: "examplePack",
    version: 9,
    capabilities: ["FileFilter", "DirFilter"],
    conf: {
        someOption: [
            "optionOne",
            "optionTwo",
            "optionThree"
        ]
    }
}

Result:

configExampleEnum
Make a category
Example:
json

{
    id: "examplePack",
    version: 9,
    capabilities: ["FileFilter", "DirFilter"],
    conf: {
        someCategory: {
            someBoleanOption: true,
            someNumberOption: 5,
            someSelectionOption: [
                optionOne,
                optionTwo,
                optionThree
           ],
            someSliderOption: {
                min: 0,
                default: 5,
                max: 10
            }
        },
        someotherCategory: {
            someOtherBoleanOption: true,
            someOtherNumberOption: 5
        }
    }
}

Result:

configExampleCategory
Pager

### Creating a Screen

Common info

Every advanced entry will be represented as a json object. Every entry can contain the following properties, regardless of its type:
Name	Required	Description
type	yes	The type of the entries. Each one can contain specific info, more on that below
default	yes	The default value for this entry. This is what you would specify in a normal config entry (except for enums, where this is just the default entries name)
reloadType	no	"Resource" or "Simple", specifies whether resources have to be reloaded if this is changed. Frex shaders will be reloaded anyways
Strings

These entries will be displayed as text boxes. They can be used to drive any in-game text you might want to make configurable. Their type is string or text. They are most useful in combination with Resource Expansion, but you can also access them in your conditions. See the muScript standard library documentation for more info on how to use and manipulate them.
Numbers

There are two ways to display numbers: input boxes and sliders. Any number input that provides a minimum and maximum value will be displayed as a slider instead of a box. Their type is number for fractions and integer for whole numbers.
Example:
json

{
  id: "examplePack",
  version: 9,
  capabilities: [
    "FileFilter",
    "DirFilter"
  ],
  conf: {
    someOption: {
      type: "number",
      default: 5,
      min: 0,
      max: 10
    }
  }
}

Result:

configExampleSlider
Booleans/Toggles

These do not expose any additional options, look under Common info. Their type is boolean
Enum entries/Selecting from a list

The possible values for this entry will be under values, while the default value will just be a string. Their type is enum
Example:
json

{
  id: "examplePack",
  version: 9,
  capabilities: ["FileFilter", "DirFilter"],
  conf: {
    someOption: {
      type: "enum",
      default: "Second",
      values: ["First", "Second", "Third"]
    }
  }
}

Result:

configExampleSlider
Pager

### Advanced config entries

Common info

Every advanced entry will be represented as a json object. Every entry can contain the following properties, regardless of its type:
Name	Required	Description
type	yes	The type of the entries. Each one can contain specific info, more on that below
default	yes	The default value for this entry. This is what you would specify in a normal config entry (except for enums, where this is just the default entries name)
reloadType	no	"Resource" or "Simple", specifies whether resources have to be reloaded if this is changed. Frex shaders will be reloaded anyways
Strings

These entries will be displayed as text boxes. They can be used to drive any in-game text you might want to make configurable. Their type is string or text. They are most useful in combination with Resource Expansion, but you can also access them in your conditions. See the muScript standard library documentation for more info on how to use and manipulate them.
Numbers

There are two ways to display numbers: input boxes and sliders. Any number input that provides a minimum and maximum value will be displayed as a slider instead of a box. Their type is number for fractions and integer for whole numbers.
Example:
json

{
  id: "examplePack",
  version: 9,
  capabilities: [
    "FileFilter",
    "DirFilter"
  ],
  conf: {
    someOption: {
      type: "number",
      default: 5,
      min: 0,
      max: 10
    }
  }
}

Result:

configExampleSlider
Booleans/Toggles

These do not expose any additional options, look under Common info. Their type is boolean
Enum entries/Selecting from a list

The possible values for this entry will be under values, while the default value will just be a string. Their type is enum
Example:
json

{
  id: "examplePack",
  version: 9,
  capabilities: ["FileFilter", "DirFilter"],
  conf: {
    someOption: {
      type: "enum",
      default: "Second",
      values: ["First", "Second", "Third"]
    }
  }
}

Result:

configExampleSlider
Pager

### Translating your config

Translating your config

Adding a translation file to your pack can not only be used to translate your content, it also enables you to change the way entries are displayed in the config screen without changing your actual config.

WARNING

translations added like this will only be shown if the resource pack containing them is loaded.
Creating a lang file

Respackopts relies on minecrafts built-in system for translations. This means that you can add them to the normal assets/minecraft/lang/en_us.json file in which minecrafts on translations reside. An empty translation file will look like this:
json

{
    // your entries
}

Changing the config screens title

In order to change the title of the config screen respackopts generates for your pack, you can add an entry as follows:
json

{
    "rpo.examplePack": "Some other name"
}

This will change the display name of the pack with the id examplePack to the piece of text after it, in this case Some other name.
Changing an entries name

This works similarly to changing the title, however, the name of the entry is appended to the pack id. Example:
json

{
    "rpo.examplePack": "Some other name",
    "rpo.examplePack.someTexture": "Some Texture"
}

This example would set the text of the entry named someTexture in the pack with the id examplePack. Categories work the same way as they do in .rpo files and everywhere else: you use categoryName.entryName instead of entryName.

Enum entries ("Select From a list") can be translated using rpo.<pack id>.<entry id>.<entry>, for example "rpo.examplePack.someOption.optionOne": "Option One"
Adding a tooltip to an entry

The translation system also enables you to add tooltips (small pieces of text that are shown only if the users' mouse cursor is above the option) to config options. The syntax for these is as follows: rpo.tooltip.<PackID>.<Entry Name>. Example:
json

{
    "rpo.examplePack": "Some other name",
    "rpo.examplePack.someTexture": "Some Texture",
    "rpo.examplePack.someTexture.tooltip": "This would be the tooltip"
}

Finished example

Assuming that someTexture is a boolean toggle, with the language file presented above, the config screen will look as follows: configExampleTranslated

### Adding Presets

INFO

Presets are only supported in packs using version 13 or newer. If you are using an older version, please update your pack.
Presets are configs!

To create a preset, first set up your config the way you want it to be.

Then, to save it as a preset, simply copy the config file (which should be right next to your resource pack) to /assets/respackopts/presets/ (or data for data packs) and rename it to <presetName>.json5.

That's it! You can now switch to your preset in the config screen.
Presets are partial configs

Technically, presets do not have to be full configs.

You can create a preset that only contains a few entries, and the rest will be kept as they were before switching to the preset.

Do keep in mind that this may lead to unexpected behavior if you are not careful.

For example, if you have a typo in your preset, the entry will not be applied and the user will not be notified of this.

### Debugging

Debugging

If you run into issues with respackopts and cannot find a solution here, please contact me directly for support or help (details are at the bottom of this page)
Enable debug logs

If debug logs are enabled, respackopts will enable additional checks that make finding common issue much easier.

It is not enabled by default for performance reasons, but if you are making a pack or debugging, it is recommended to enable it.
Verify that the option you are using exists

One common issue is that you removed an option but still use it somewhere. The log will usually reference that option and the source. You can use the dumped scope as a reference for what actually exists for your condition.
Ensure you are using the correct dots

Respackopts only supports normal dots. If you write commas or colons by accident, your pack WILL fail to load.
Ensure there are no ID conflicts

If you have multiple packs with the same ID, your conditions might not work as expected. You will see a warning in the log if this is the case.
Run the condition manually

You can use /rpoc execute to run muScript code snippets in-game with all configs applied (be aware that you will need to prefix your entries with your pack id when doing so).

This can help you identify issues with your conditions or see what the result of a condition is.
Dump scope

You can use /rpoc dump scope to output muScript code representing the scope passed to your conditions. Comparing this with your condition should help you figure out most issues.

If your conditions are not working as expected, this is something you should check.
Dump GLSL code

You can run the command /rpoc dump glsl to dump the shader code generated by respackopts to a file.

I recommend reading through it if your shader is misbehaving. The content imported to your shader by the integrations will equal the dumped code.
Dump the internal representation

Running /rpoc dump config will dump all data available about the enabled packs, including their config options (but not individual configurations like .rpo files)

You can use this if a respackopts.json5 isn't working as expected
Look at the config file

Respackopts stores configurations next to their corresponding resource packs (some pack.zip.rpo usually) This file contains all applied config options as saved by respackopts.

If you are unsure about the state of your pack, you can look at this file to see what options are applied.
Dump asset

You can dump individual files with /rpoc dump asset <identifier>.

This allows you to see the actual file minecraft will use for a given identifier. This is especially useful when using file expansion.
Avoid infinite loops

Ensure that you do not reference an original file or a previous fallback from a fallback. Respackopts WILL crash if it runs into an infinite loop!

If you get a StackOverflowException, you can enable debugLogs and validationLayer in the config, which might help you figure out what is wrong.
Contact me for support
If you are unable to identify the issue, you can try contacting me. As respackopts is a complex mod, there is a non-zero chance that your issue may be caused by a bug in the mod. Even if the issue is in your code, I can still try helping you fix it.

## Select files

### Toggle Files

Toggle Files

A condition can be looked at like an IF statement simply returning true/false to configure whether the texture/file should be loaded into the pack. (Turns the texture "on" or "off"). You will need the Pack ID and Entry Name from your respackopts.json5 that you created earlier if you have not, see Main Config on how to do so.

You will need to navigate to the file you would like to toggle inside your resource, and create a .rpo file for it in the same folder(directory).
Examples:

texture.png would be texture.png.rpo
recipe.json would be recipe.json.rpo
Layout:
json

{
    condition: "<entry name>"
}

Example:
json

{
    condition: "someTexture"
}

For more information on conditions, read this
Toggle Directories

Directories ("Folders") can also be toggled without toggling individual files. To do this, create a file in the directory you want to toggle titled .rpo (no file name). Both conditions and fallbacks work like they do on files, however, specifying multiple fallbacks for a directory will not work. In some cases, you may need to add "DirFilterAdditive" to your capabilities inside your respackopts.json5 for fallbacks to work as expected. Please be aware that you should NOT specify it unless you are SURE you need it, as it will worsen performance.

See Switch between two files to see how to swap textures out with each other (alternate Options)

### Switch between two files

Switch between two files

Imagine a simple IF statement controlling whether the texture/file should be loaded into the pack. That is exactly what this page is about. You will need the Pack ID and Entry Name from your respackopts.json5 that you created earlier if you have not, see Main Config on how to do so.

You will need to navigate to the file you would like to toggle inside your resource, and create a .rpo file for it in the same directory (folder).
Examples:

texture.png would be texture.png.rpo
SomeRecipe.json would be SomeRecipe.json.rpo
Layout:
json

{
    condition: "<entry name>",
    fallback: "location/of/the/file"
}

Example:
json

{
    condition: "someTexture",
    fallback: "assets/minecraft/textures/example/alternate.png"
}

Please be aware that Minecraft restricts file and path names. You MUST follow these! If you don't (for example by using uppercase letters or symbols), your pack WILL NOT WORK!
Another way to do this:

Respackopts supports specifying multiple possible fallbacks when configuring single files. You can use this functionality as follows:
json

{
    condition: "<entry name>",
    fallbacks: [
      "location/of/the/file",
      "assets/minecraft/textures/example/alternate.png"
    ]
}

json

{
    condition: "someTexture"
}

See Toggle Files to see how to just disable files.

### Select one of multiple files

Select one of multiple files

This Allows you to pick between multiple files (3 or more files) using similar logic to Toggle Files But this requires multiple .rpo files to achieve the desired goal. You will need the PackID and EntryName from your respackopts.json5 that you created earlier if you have not, see Main Config on how to do so.

You will need to navigate to the file you would like to toggle inside your resource, and create a .rpo file for it in the same folder (directory).
Examples:

texture.png would be texture.png.rpo
some_recipe.json would be some_recipe.json.rpo
.rpo explanation :

You need a .rpo file per texture (except for the last one in your list) if you have 3 files to select between then you will need 2 .rpo files, if you have 4 files to select between then you will need 3 .rpo files and so on etc...
Layout:

This is your first .rpo with your first file:
json

{
    condition: "<your entry>",
    fallback: "path/to/second.json/.png"
}

This is your second .rpo with your second file:
json

{
    condition: "<your entry>",
    fallback: "path/to/thirdfile.json/.png"
}

Example:
json

{
    condition: "option_one",
    fallback: "path/to/secondfile.json"
}

json

{
    condition: "option_two",
    fallback: "path/to/thirdfile.json"
}

# Additional

### Usage in Shader Packs

Usage in Shader Packs
Getting started

All you need to do to access respackopts values is paste the following in a file where you want them according to your renderer:
Renderer	Include snippet
Canvas	#include respackopts:config_supplier
Vanilla/Fabulous	//include respackopts:config_supplier (this is done to avoid problems when loading shaders without respackopts)

However, usually you will want to still have a pack that works if respackopts is not present. In that case, canvas will still load the file, however, values that respackopts registers will not be available leading to compile errors. To avoid this, I recommend creating a source file in your own shader which will load default values if respackopts isn't present. You can do that as follows:
glsl

#include respackopts:config_supplier

#ifndef respackopts_loaded
// define your default values here
// Example:
// #define examplePack_someTexture
#endif

You will then need to include this file in the places you want to access its values.
Using the values
All values respackopts exposes follow the form: <id>_<entry> or <id>_<category>_<entry> To view the code respackopts generates for your pack, you can run the /rpoc dump glsl command in minecraft (You must enable the debugCommands config option for this). This will create a frex.frag file in your .minecraft/respackopts directory containing the generated shader code (available since 2.7.0).

### Advanced Conditions

Advanced Conditions

Respackopts uses "conditions" for deciding what files to load. Respackopts conditions are usually a simple string with the entry name (for example, someTexture), however, respackopts provides various additional features to enhance their functionality. This functionality is powered by the μScript language This page will provide a quick overview over the available operations. For more complete documentation, use the above link.
(Boolean) logic

You can use logic operations on several values to only show resources when a combination of them applies Some common logical operations are supported, others indirectly. That includes NOT (!), AND (&), OR (|), XOR (==) and XNOR (!=)
Numbers

Numeric values can be accessed by their name, just like boolean values. All typical mathematical operations are supported, that includes addition (+), subtraction (-), multiplication (*), division (/) and modulo (%)
Accessing values

By default, all values for the current pack will be available by their name or as entries of a category (someCategory.someOption). In addition, all values of other packs are accessible under their pack id (somePack.someOption). Respackopts also allows checking mod (or minecraft) versions against predicates as follows: version('<mod name>', '<predicate>'), for example version('minecraft', '<=1.16.5')
Fabric Resource Conditions Interop

Fabric API provides a system called resource conditions, which is similar to respackopts own system. Respackopts previously allowed accessing fabric resource conditions and respackopts conditions from one another, however, this feature was removed in favor of enforcing the new muscript syntax.
Dates

Respackopts supports expressing conditions on the date of resource loading (not necessarily the date the resource is used)

You can get the current date via date.today and compare it (==, >, <, ...) with a date object created via the date constructor, for example: date(2022, 5, 4) stands for the fourth of may 2022.

You can also access the year, month or day using .year, .month or .day respectively (for example, date.today.year == 2022)
Times

Respackopts supports expressing conditions on the time of resource loading (not necessarily the time the resource is used)

You can get the current time via time.now and compare it (==, >, <, ...) with a time object created via the time constructor, for example: date(23, 30, 1) stands for half past 11 PM and one second

You can also access the hour, minute or second using .hour, .minute or .second respectively (for example, time.now.hour >= 21)

### Resource Expansion

Resource Expansion

Sometimes, you may wish to use respackopts values inside your text files (for example as model transforms), without switching between a bunch of similar files. For this purpose, respackopts allows replacing text in files via resource expansion.

TIP

If you want to use this to generate JSON, consider using the JSON manipulation

You can use the expansions block in your .rpo to replace content with a value computed by executing a custom μScript expression. Values can be accessed in the script in the same exact way as in condition objects, as the same language and object representation is used, though the result of a script is a string and not a boolean here.

TIP

The result here is always a string. Using string concatenation via the || operator is possible and recommended.

For example, the following is a valid script: 'Text ' || (someNumber * 15) || someBoolean
Example:

respackopts.json5:
json

{
  id: "examplePack",
  version: 9,
  capabilities: ["FileFilter", "DirFilter"],
  conf: {
    oakFence: {
      uvLock: true,
      invertOrientation: false,
      yFactor: 0
    }
  }
}

oak_fence.json.rpo:
json

{
  expansions: {
    uvlock: "examplePack.oakFence.uvLock",
    orientation: "!examplePack.oakFence.invertOrientation",
    y000: "examplePack.oakFence.yFactor + 0",
    y090: "examplePack.oakFence.yFactor + 90",
    y180: "examplePack.oakFence.yFactor + 180",
    y270: "examplePack.oakFence.yFactor + 270"
  }
}

oak_fence.json:
json

{
  "multipart": [
    {
      "apply": {
        "model": "minecraft:block/oak_fence_post"
      }
    },
    {
      "when": {
        "north": "${orientation}"
      },
      "apply": {
        "model": "minecraft:block/oak_fence_side",
        "y": ${y000},
        "uvlock": ${uvlock}
      }
    },
    {
      "when": {
        "east": "${orientation}"
      },
      "apply": {
        "model": "minecraft:block/oak_fence_side",
        "y": ${y090},
        "uvlock": ${uvlock}
      }
    },
    {
      "when": {
        "south": "${orientation}"
      },
      "apply": {
        "model": "minecraft:block/oak_fence_side",
        "y": ${y180},
        "uvlock": ${uvlock}
      }
    },
    {
      "when": {
        "west": "${orientation}"
      },
      "apply": {
        "model": "minecraft:block/oak_fence_side",
        "y": ${y270},
        "uvlock": ${uvlock}
      }
    }
  ]
}

Explanation
The expansions block contains a key ("uvlock") and a script, which is executed when the file is loaded. All instances of the key (formatted as ${name} -> ${lights} in this example) will be replaced by the result of the script. Make sure to only use this feature on text files as unexpected results my occur otherwise

### Additional μScript tricks

Additional μScript tricks

Apart from all the things mentioned in the condition docs, the language documentation, and the standard library documentation, Respackopts allows for some additional tricks that can be useful in various situations.
Loading scripts

Respackopts provides your scripts with RespackoptsFS, allowing you to read scripts and text from other assets.

You can use readString("<path>") to read a text file from the assets, and runScript("<path>") to run a script from the assets.

This can be used to factor out complex conditions or expansions into more readable and maintainable scripts.

In these scripts, you can use #include <path> to include other scripts to further factor out common code.

A script might look like this:
muscript

#include common.mu

getRotation = { yaw, pitch, roll ->
  toJson(
    listOf(
      listOf(cos(pitch) * cos(roll), sin(yaw) * sin(pitch) * cos(roll) - cos(yaw) * sin(roll), cos(yaw) * sin(pitch) * cos(roll) + sin(yaw) * sin(roll)),
      listOf(cos(pitch) * sin(roll), sin(yaw) * sin(pitch) * sin(roll) + cos(yaw) * cos(roll), cos(yaw) * sin(pitch) * sin(roll) - sin(yaw) * cos(roll)),
      listOf(-sin(pitch), sin(yaw) * cos(pitch), cos(yaw) * cos(pitch))
    )
  )
}

// the result of the last statement will be the result of running the script
// the following allows using the script in conditions as follows: runScript("path/to/script.mu").getRotation(yaw, pitch, roll)
{
  getRotation = getRotation
}

JSON manipulation

Respackopts also provides your scripts with JsonLib, allowing you to easily generate JSON objects and arrays for use in expansions.

Just create your μScript data structure and pass it to toJson to get a JSON string.

Alternatively, you can use fromJson to parse a JSON string (which may have been loaded via readString) into a μScript data structure.

Keep in mind that this is potentially lossy, as JSON cannot represent all μScript data structures.

### Changes between versions

Changes between versions

The version specified in your pack.json refers to a rpo format version. A new rpo format version will be added whenever a change might break previous packs, which will continue to use the old version.

This page lists the changes relevant to pack developers between versions and migrations (if needed)
v1

Corresponds to version 1.0 - 1.4.4

    FREX Shader support
    Enum entries (no key translation yet)
    respackopts.category.<pack> to respackopts.title.<pack>
    Replace dots with underscores in frex definitions
    basic .rpo format
    respackopts_loaded in FREX shaders
    Slider support ({"min": value, "default": value, "max": value})
    Tooltips: respackopts.tooltip.<pack>.<entry>
    Boolean conditions (and, or, nor, xor, equals): {"<type>":[<entry 1>, <entry 2>]}

v2

Corresponds to version 2.0.0 - 2.2.0

    Removed LibCD compat
    Enum: define enum entries as booleans if they are selected, not their numerical value
    Further shader entry name sanitization

v3

Corresponds to version 2.3.0

    respackopts.title.<pack> to rpo.<pack>
    respackopts.field.<pack>.<entry> to rpo.<pack>.<entry>
    respackopts.tooltip.<pack>.<entry> to rpo.tooltip.<pack>.<entry>

v4

Corresponds to version 2.4.0 - 2.5.0

    Resource expansion support
    Directory .rpo support
    Allow using singular names and allow using a single entry instead of an array (fallbacks to fallback, conditions to condition, expansions to expansion)
    Remove requirement for specifying pack id in conditions: <pack>:some.entry to some.entry

v5

Corresponds to version 2.6.0 - 2.7.1

    Pack capabilities, no longer includes DirFilter for new packs by default
    Add /rpo command for debugging

v6

Corresponds to version 2.7.2 - 2.9.1

    allow specifying entries as objects with additional properties (type, default, reloadType)
    Fabulous shader support
    additional StarScript properties
    OPEN_ROOT support (allows custom icon.pngs among other things)

v7

Corresponds to version 2.10.0

    Replace StarScript representation of enums

v8

Corresponds to version 3.0.0-3.1.0

    Entirely new condition representation via MuScript
    Entirely new resource expansion using MuScript
    Removal of fabric conditions API interop in favor of enabling cleaner syntax

v9

Corresponds to version 4.0.0-4.3.1

    New config screen backend powered by LibJF (needed to support serverside)
    New translation key syntax
    Removal of manual configuration for sliders vs input boxes
    Support for respackopts configs in the pack root (/respackopts.json5 instead of /assets/respackopts/conf.json)

v10

Corresponds to version 4.4.0

    Stricter enforcement of legal entry names: instead of sanitization, unsupported names are logged and ignored

v11

Corresponds to version 4.5.0-4.5.1

    Directory RPOs in subdirectories are respected. Previously, only the innermost directory RPO would be used
    Multiple replacements when resolving fallbacks for directory RPOs are prevented

v12

Corresponds to version 4.6.0-4.9.0

    Support for whole numbers (not integers!)

v13

Corresponds to version 4.10.0

    An API for reading scripts and text from other assets in muScript expressions, allowing developers to factor out complex expressions and common code into separate files
    Support for string values
    An API for reading and writing json in muScript expressions, allowing developers to easily generate json objects and arrays for use in expansions
    Support for presets in (assets|data)/respackopts/presets/ to allow users to easily switch between different configurations

### Packs using Respackopts

INFO

The respackopts repository includes an example pack I use to test new features.

You can have a look at it here for semi-advanced examples of what you can do with respackopts.
Packs using Respackopts

This list doesn't include all packs using respackopts, just some I know of.

If you want your pack added/removed from here, you can open a PR

    Lumi PBR Ext (also Lumi Lights at some point)
    GUI Retextures
    Foliage+
    Dark Containers
    Dirt path texture fix (planetminecraft)
    Chimney Pots
    Amethyst's internal pack
    Dark Transparent GUI
    Better Chests
    Fresh Chests
    DefaultEx
    Shaped Like EGG
    Some NFG modpack/client project
    Caliburn Leaves»

---

Помоги мне с реализацией настроек в моём ресурспаке, который добавляет русский перевод модам. Предположим, у меня в ресурспаке есть перевод мода Applied Energistics 2. Но я хочу дать выбор игрокам определять, как переведены некоторые фразы в моде. В ресурспаке должны быть три настройки: «Стиль перевода», «Энергия материи или материальная энергия», «Перевод названий модов».

## Стиль перевода

У этой настройки есть три варианта: стиль 1, стиль 2 и стиль 3. По умолчанию стоит вариант «стиль 1». Влияет на то, каким будет перевод мода.

## Энергия материи или материальная энергия

У этой настройки есть два варианта: энергия материи и материальная энергия. По умолчанию стоит вариант «энергия материи». Влияет на то, каким будет перевод слова material energy в моде.

## Перевод названий модов

У этой настройки есть два варианта: отключён и включён. По умолчанию стоит вариант «отключён». Влияет на то, будет ли название мода переведено на русский.

# Количество языковых файлов

В целом придётся, получается, создать 12 альтернативных языковых файлов вдобавок к основному:
— стиль 1, материальная энергия, не переводить названия модов
— стиль 1, материальная энергия, перевод названий модов
— стиль 1, энергия материи, не переводить названия модов
— стиль 1, энергия материи, перевод названий модов
— стиль 2, материальная энергия, не переводить названия модов
— стиль 2, материальная энергия, перевод названий модов
— стиль 2, энергия материи, не переводить названия модов
— стиль 2, энергия материи, перевод названий модов
— стиль 3, материальная энергия, не переводить названия модов
— стиль 3, материальная энергия, перевод названий модов
— стиль 3, энергия материи, не переводить названия модов
— стиль 3, энергия материи, перевод названий модов

Вот так выглядит путь к файлу русского языка мода:

assets\ae2
└───lang
        ru_ru.json

Помоги мне с реализацией этой задачи. Пошагово объясни, что мне нужно делать.