Basic setup for Forge-based mod development workspace. Essentially serves as ennobled version of last official setup provided by Forge itself (can be found here). Has a couple features that original setup does not:
- Gradle wrapper 4.9 is used by default;
- Custom ForgeGradle 2.3 fork is used (this one). Though ForgeGradle 3.+ does partially support 1.12.2 projects already, it does not have
GradleStart
wrapper, which in 1.12.2 and below is relied upon for discovering coremods on the classpath. Without it coremods and tweakers are effectively unable to load in development environment, which is a critical issue for a lot of projects; - Brought back
eclipse
folder with its embedded workspace shenanigans and integrated launch configurations; - Enforced UTF-8 encoding for all files;
- Buildscript contains tasks for generating
dev
andsources
artifacts for your mod, as well as ensures they will be generated alongside main jar when executinggradlew build
; - All data in
mcmod.info
file is filled when actually building a mod. This illustrates both how to inflate text files upon building and how to usegradle.properties
file for declaring custom properties used bybuild.gradle
; - Illustration of how to add another mod to project dependencies, in a form of local file.
- Creates basic logger for itself;
- Provides an example of registering custom
SimpleNetworkWrapper
, as well as an example packet sent from server to every player upon logging in. Shows a chat message to that player upon being received, just as demonstration that packet have performed its journey successfully; - Has one method that interacts with Baubles -
BaublesHelper#hasEquipped
. Just to demonstrate that our example of local modfile dependency, which is Baubles modfile in this case, actually works; - Mod version in the code (
ExampleMod.VERSION
) is defined as token string, which is replaced by actual project version when building; - Has
CommonProxy
/ClientProxy
thing, which also serves as an example ofIGuiHandler
implementation; - Contains uncomplicated event handler with a couple event receivers;
- Illustrates how to create a config file using Forge's
Configuration
; - Creates custom creative tab.
If you ended up here, I assume you are already familiar with how to setup basic Forge workspace, so I won't be covering it all in great detail. Only the most important steps, just in case you forgot something:
- Ensure you have JDK 8 installed (not just JRE), and
JAVA_HOME
environment variable is set in your system, pointing to that JDK; - Download this repository contents (like this, for instance), create folder for your mod-specific workspace and unpack those contents into that folder;
- Open up a command line in that folder, and execure
gradlew setupDecompWorkspace
. Once its done, run IDE-specific command to generate project for your IDE; eithergradlew eclipse
orgradlew idea
; - In case you use Eclipse, don't forget that you need to open your workspace by choosing
eclipse
folder within your mod-specific folder as workspace location. In case you use Idea... I dunno, you know better what to do; - Use
gradlew build
whenever you need to build a.jar
with your mod. It will end up being inbuild/libs
directory within your mod-specific workspace folder.
Important note on repository setup: Setup on this repository contains eclipse
and .settings
folders, which are important for setting up an Eclipse project, but you generally shouldn't commit them when you set up a repository for actual mod. For that purpose, it is unrecommended to use this repository as actual template via GitHub; you should instead copy its contents manually, so that .gitignore
takes effect and doesn't let you commit these alongside all other stuff. Alternatively, after creating a repository using this one as template you should make a commit that removes these folders. Once pushed - put them back, thanks to .gitignore
they won't be recognized any longer.