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jarmod-buildsystem-2

Buildsystem built on top of ForgeGradle 3.0 for making JAR mods in Minecraft 1.13+

Requirements

  • You need to have at least JDK8 update 92 for recompilation to work, due to a bug in earlier versions of javac.
  • You need to have git installed.
  • Eclipse Oxygen.3 or later, due to this Eclipse bug.
  • Or Intellij

First-time setup

  • Copy all the files in this repository into your new project folder.
  • Delete the example mod from inside patches (do not delete the patches directory itself) and from insidesrc/main/java.
  • Edit conf/settings.json for your project. Each setting is described in more detail below.
  • Run gradlew setup to decompile and deobfuscate the code.
  • Run gradlew eclipse to setup the appropriate Eclipse projects. Do this even if you are planning on using Intellij IDEA.
  • If you use Eclipse, open Eclipse, and navigate to File -> Import -> General -> Existing Projects into Workspace. Navigate to and select the projects subdirectory, and check your mod project, and optionally the clean (unmodified) project too.
  • Otherwise, open Intellij IDEA and import the Eclipse project.

Project layout + management

Once you have setup the project, you should see a file structure in Eclipse which looks something like this:

- src/main/java This is where all of the MINECRAFT classes go, i.e. classes which you may or may not have modified, but no classes you have added.
- src/main/resources Similar to src/main/java except for non-java files.
- main-java This is where all of the MOD classes go, i.e. the classes which you have added.
- main-resources Similar to main-java except for non-java files.

From outside Eclipse, the file structure looks a little different. However, you should avoid editing these files from outside Eclipse:

- src/main/java The MOD classes
- src/main/resources The MOD resources
- patches Patches your mod has made to the MINECRAFT classes, which can be pushed to public repositories
- projects/<modname>/src/main/java * The MINECRAFT classes
- projects/<modname>/src/main/resources * The MINECRAFT resources
- projects/clean/src/main/java * The unmodified MINECRAFT classes
- projects/clean/src/main/resources * The unmodified MINECRAFT resources
* = ignored by git
  • You should be able to run Minecraft directly from within the IDE.
  • Every time you checkout a branch which has changed files in the patches directory, you need to run gradlew setup again to update the code in src/main/java inside Eclipse. This will not try to decompile again like it did the first time, so won't take long.
  • Every time you make changes to MINECRAFT classes and want to push to the public repo, you need to run gradlew genPatches to update the patch files in the patches directory. This takes a few seconds.
  • When you are ready to create a release, run gradlew createRelease. This may take longer than the other tasks because it is recompiling the code. Once it is done, your releases can be found in the build/distributions directory.

Settings you can change

  • modname the name of your mod.
  • modversion the version your mod is on.
  • mcpconfig the MCPConfig version you are using.
  • mappings the MCP mappings you are using.
  • mcversion the Minecraft version.
  • pipeline, either joined, client or server - whether your mod is to be a client-side-only or server-side-only mod, or to be both and share the same codebase.
  • clientmain the main class on the client.
  • servermain the main class on the server.
  • reformat whether to run Artistic Style on the code to reformat it. Makes the build process a little slower but does mean you can change the formatting options with conf/astyle.cfg.
  • customsrg The custom tsrg file inside the conf/ folder, to override the one in the MCPConfig distribution, used to deobfuscate even newer Minecraft versions.
  • nopatches If true, don't apply MCP patches to fix recompile errors.
  • customconstructors The custom constructors.txt file in the conf/ folder, to override the one in the MCPConfig distribution, used to deobfuscate even newer Minecraft versions.
  • fernflower The custom fernflower package to use to decompile.

A word of warning

1.13 modding is still in its infancy, and there are already known bugs that occur in the decompiled code which do not occur in vanilla. If you care about maintaining vanilla behaviour, then whenever making a change which may modify a certain vanilla class, make sure to weigh up the benefit of modifying said class against the risk that there might be a decompile bug in the class. This situation is constantly improving as 1.13 modding matures, but for now you can at least minimize the effect by distributing as few modified classes as possible.