Q: How do I access the in-game configuration this mod provides?Ī: Install Mod Menu by ProspectorDev and do it directly from the main menu, or from inside any world! (not yet implemented)ĭeveloping Forge Config API Port was helped and inspired by: More information concerning the licensing of this project and additional information for other developers can be found on the GitHub repo.
In the meantime, full configuration is possible by editing the actual config files in. In-game configuration will be possible soon, provided by my Config Menus for Forge mod.
This project is only meant to be used by my own mods, but I'll see to make using this library available to others as well.
This port became necessary as I wasn't able to find an existing config api on Fabric which suited my needs, also I have a bunch of code built on top of Forge's api, so just porting the api was the easiest solution. Things like Screens and Renderers would go inside the client package.Forge Config API Port provides the whole Forge config api for the Fabric mod loader. Inside the common package would go things like Items, Blocks, and Tile Entities (which can each, in turn, be another subpackage). Rather than clutter up a single class and package with everything, it is recommended that you break your mod into subpackages.Ī common subpackage strategy has packages for common and client code, which is code that can be run on both server/client and only client, respectively. Keeping Your Code Clean Using Sub-packages The annotation’s value should match a mod id in the src/main/resources/META-INF/mods.toml file. What is is an annotation indicating to the Forge Mod Loader that the class is a Mod entry point. This is the entry point to your mod and will contain some special indicators marking it as such. Generally, we will start with a file named after your mod and put into your package. * All version ranges use the Maven Version Range Specification. It must be placed in the root resource folder, not in a subfolder.Ī string that contains any acknowledgements you want to mention. It should be just numbers separated by dots, ideally conforming to Forge’s Semantic Versioning structure. Here is a table of attributes that may be given to a mod, where mandatory means there is no default and the absence of the property causes an error. As such, it is usually recommended to leave the version field alone. Since the user development environment has no jar manifest to pull from, it will be NONE instead. If any string is specified as $, Forge will replace the string with the Implementation Version specified in your jar manifest at runtime. This is a traditional mod that has existed for eons. UpdateJSONURL="/versions.json"Ĭredits="I'd like to thank my mother and father."
# If the mods defined in this file should show as separate resource packs IssueTrackerURL="/MinecraftForge/MinecraftForge/issues" # A URL to refer people to when problems occur with this mod All rights reserved is the default copyright stance, and is thus the default here. This is mandatory and allows for easier comprehension of your redistributive properties. # A version range to match for said mod loader - for regular FML it will be the forge version # The name of the mod loader type to load - for regular FML mods it should be javafml A basic mods.toml, describing one mod, may look like this: It should be stored as src/main/resources/META-INF/mods.toml. The mods.toml file is formatted as TOML, the example mods.toml file in the MDK provides comments explaining the contents of the file. A single info file can describe several mods. Its information may be viewed by users from the main screen of the game through the ‘Mods’ button. This file defines the metadata of your mod. If it is not provided, this is an error state. The 1.16 release brought with it a substantial change: the license field in the mods.toml is now required.