It seems to be fully equivalent in testing, but there may be corner cases, so there is a config to disable, though disabling may break servers, especially those chunkloading fake players.
- Extended block model format to support a "loader" value, as an alternative to "elements.
- Extended block model format to support "gui_3d":false as a way to mark a model as being intended to be flat and lit from the front.
(No this is not equivalent to the "gui_light" flag in 1.15.2. It changes more than just the light direction)
- Added a new OBJ loader designed from the ground up to work with the new model system.
- Added stock models to serve as parent models when using custom loaders (forge:item/default, forge:item/default-tool, and forge:block/default).
- Added stock white texture (forge:white) for use in loaders that want to draw untextured geometry.
- Deprecated the old loader components, since they are gone in 1.15 already.
Forge's replacement of the Vanilla logic gets inverted, so the Vanilla logic inside that replacement must be inverted to correct for this.
(Fixes#6332)
IndexedMessageCodec actually log which network channel it got back packets
on. Also, improve the custom directorymodlocator with actual custom names,
finally, allow up to 99 log rollovers, up from 7 default (this means a
repeatedly crashing server is less likely to roll out the log of the first
crash).
Signed-off-by: cpw <[email protected]>
The direct reference is checked via ternary and reports if the set is empty, this is likely to result in log spam if modders don't assign types to their biomes
Regular mods are now automatically de-duped based on the version number -
the highest version file of a "root mod id" is now selected automatically.
Signed-off-by: cpw <[email protected]>
event channels that care about such things. Mods using simplechannel
don't need to care.
Also, put a sync wrapper around crashreportextender, so it doesn't
die sometimes randomly during startup.
Signed-off-by: cpw <[email protected]>
* Reimplement forge blockstates variant through the use of a pseudo-model that handles the model loading, retexturing, custom data, etc. on behalf of the blockstates loader. This model gets injected into the model registry with an autogenerated unique name, to not collide with other model locations.
* Fix model loaders not being properly initialized by calling the reload method from the loader register function. In 1.12, registering a reload listener caused the listener to be called right away from the register method. This is not true anymore.
off-thread GUIs in any way shape or form, and we need the main thread to do real work.
Fix forge fading in wrongly.
Signed-off-by: cpw <[email protected]>
- Fix race condition lazy-initializing flowing fluid block data.
- Fix typo in ItemTextureQuadConverter that prevents certain animated textures from being used in the fluid bucket.
- Fix calls to onContentsChanged in FluidTank.
- Fix FluidUtil.tryEmptyContainer logic when simulating.
- Fix EmptyFluidHandler.fill returning the wrong number.
respective behavioural components. This should facilitate fixing the
server pack data pack ordering, as well as other new features of mod
resource packs.
Signed-off-by: cpw <[email protected]>
to the local client - it is not needed because obviously not. Seems to have
fixed the problem. Probably infinity new bugs by this.
Signed-off-by: cpw <[email protected]>
at client connection time. This means the client now knows about the
dimensiontype properly and can access the ModDimension information on
the client.
Signed-off-by: cpw <[email protected]>
As a result, we can now support coloured log output again, by default.
Regen run configs to get the change (you should do this every update, you
know :D)
Signed-off-by: cpw <[email protected]>
as to scope. Its functionality will be tied to the events in future -
so mods can request the deferred work through methods on the Mod Lifecycle
events directly. The API will be coming soon.
Signed-off-by: cpw <[email protected]>
even though there were still parallel threads running. Also, handle exceptions
in the AutomaticEventSubscriber rather than leaking them to the Parallel processor.
Actually closes#6148
Signed-off-by: cpw <[email protected]>
- Change static lookup map to an instance variable
- Add an instance variable for the "empty pot" for the current block
- Keep one instance of the lookup map between the empty pot and all its full versions
- Convert everything to use delegates
* Some (sadly breaking) improvements to the API, after feedback and concerns provided by users:
- Moved calculation of the translation key to the FluidAttributes constructor, so that builders can be shared between still & flowing sub-fluids.
- Moved biome-based coloring to a dedicated FluidAttributes.Water variant, which is not used by default.
- Added logic to automatically gather fluid textures into the list of textures to bake.
- Patched BucketItem and FlowingFluidBlock to avoid eager access to the fluid objects.
- Added a ForgeFlowingFluid class, as a more user-friendly way to construct a new FlowingFluid.
there's a race condition - and the extra work forge does causes it to
happen much more frequently than vanilla (though I'm sure it's a vanilla
issue). Closes#6124, #5767 and probably lots more.
Signed-off-by: cpw <[email protected]>
* Fix nulls returning from non-null methods, and null-check of non-nullable values.
* Fix missed computation of the isEmpty flag in FluidStack
* Cleanup getAmount/isEmpty calls.
* Remove redundant suppliers. That info is readily available from the vanilla Fluid / FluidState.
- Moved forge fluids into FluidAttributes companion object to the vanilla Fluid. By gigaherz
- Redesigned the Fluid API to be closer to the Items API. By King Lemming
Co-authored-by: King Lemming <[email protected]>
Add early error for setting invalid world directory. Closes#6084
Fix PlayerTickEvent not firing when dead, even if player isn't removed from world yet. Closes#6074
Fix PlayerDestroyItemEvent not firing for some cases. Closes#6067
`import net.minecraftforge.fml.common.gameevent.PlayerEvent;`
to
`import net.minecraftforge.event.entity.player.PlayerEvent;`
and
`import net.minecraftforge.fml.common.gameevent.TickEvent;`
to
`import net.minecraftforge.event.TickEvent;`
Signed-off-by: cpw <[email protected]>
Also fixed the "translations" not being available early if an exception occurs
by force loading the forge and MC ones. Closes#5984
Signed-off-by: cpw <[email protected]>
Fixed trees able to be generated through water. Closes#6000
Change Block#toString to use getRegistryName instead of getNameForObject Closes#5937
Allow Cooking Recipes to deserialize results with stack sizes. Closes#5960
when passed a modid and a type (CLIENT, COMMON or SERVER) will display
a link in the caller's chat to open that file in the OS file viewer of choice.
Signed-off-by: cpw <[email protected]>
be overridden in the fml.toml config file if desired).
Will load any type of config tracked file from there - client, common, server
or custom tracked file. This means you can ship defaults for your pack
in a defaultconfig directory. I am thinking about ways to force a specific
config override for an existing config.
Signed-off-by: cpw <[email protected]>
Seriously, this is how to do targeted changes to specific classes.
In this case, adding a fieldtomethod redirect for EffectInstance.potion
to allow substitution.
Signed-off-by: cpw <[email protected]>
class as suggested in the issue.
Note: most tests are commented out at the present time, pending
rework. Tests that work, work.
Signed-off-by: cpw <[email protected]>
Add AT for GameRules.register Closes#5946
Fix Forge Blockstate loader model path is inconsistent with vanilla blockstates Closes#5892
Fix client crashing when opting not to load a world when there's missing blocks Closes#5886
Fixed wrong example path for the access transformer in the MDK build.gradle. #5891
Added getters for mouse x/y velocity and if the middle-mouse button is being held down. #5776
Modify issue template for better clarity. #5874
Fixed grindstone not using ItemStack-sensitive getMaxDamage. #5831
Added ParticleManager.registerFactory to Forge's AT. #5896
Fixed NPE in SidedInvWrapper when side was null. #5787
Moved EndermanEntity.setAttackTarget super call to allow LivingSetAttackTargetEvent the ability to override default behavior. #5778
Added field to make "Looking at" debug info maximum distance configurable #5714
Added config value set and save functions.
By default mod configs are auto-saved, so you do not need to call save unless you create your own Config object.
Implement properly scalable progress thanks to @gigaherz. Closes#5863.
Implement API for pushing messages to the startup screen from mods.
Add memory display.
Signed-off-by: cpw <[email protected]>
generated font, so can only render basic ASCII text, and also only renders pre-defined strings,
as translations aren't available either.
Signed-off-by: cpw <[email protected]>
you're listening to for these. (The Mod event bus is the only one actively
dispatching events during model loading).
ModelRegistryEvent, ModelBakeEvent, TextureStitchEvent.Pre, TextureStitchEvent.Post, ColourHandlerEvent.Block, ColourHandlerEvent.Item
Signed-off-by: cpw <[email protected]>
instead. New Lifecycle Event for requesting data harvesting. Mods will
be constructed, the registry will fire, and then a new Data event will
fire. Submit new data tag files to the data gatherer if you wish.
The game will shutdown after this. No other mod elements will happen.
Signed-off-by: cpw <[email protected]>
Fix Client block breaking speed not matching the server. #5790
Fix Village Siege event location, and MC-154328 preventing Sieges starting. #5800
Fix EntityJoinWorldEvent not firing on client, or some server code paths. #5786
In singleplayer our packet work could get delayed until the next tick,
breaking the expectation of packet read order. Fixes that using
NetworkHooks.openGui would result in missing inventory data on the client
Made all registry names consistent with their vanilla counterparts
Also added a system for legacy registry names, so no data will be lost
Cleaned up formatting in GameData and ForgeRegistries
Fix not including userdev source in sources jar.
Update license header of files that need it.
Delete patches_old folders. Most are unneeded in 1.13+ as the systems they effected were changed significantly. Any that need to be readdressed can be done as PRs.
`java.awt` will statically load itself when `java.awt.Color`, `java.awt.Dimension`, etc are loaded.
This conflicts with lwjgl3 and must be avoided (except for in mojang's server gui).
Run injectSnapshot on the client thread, wait for result and
disconnect when injectSnapshot fails.
Fix DevServer to load MOD_CLASSES
Fix LaunchTesting to properly load log4j2 markers (don't use a
static variable in that class!)
Signed-off-by: cpw <[email protected]>
Fixed custom ingredient network serialization by removing unneeded mark. Closes#5577
Changed HorseArmorType constructor to not prefix vanilla paths to custom armors. Closes#5574
Fix removeBlock being called with invalid canHarvest value. Closes#5570
Fix VoidFluidHandler.INSTANCE not being a instance of VoidFluidHandler. Closes#5602
Remove backwards compat code and make IItemHandler.isItemValid non-default. Closes#5598
This is simple: <modfile>.list is a newline separated list
of maven-like coordinates for mods to load into the game.
They are searched for in all known maven roots.
Signed-off-by: cpw <[email protected]>
Locating mods on the classpath in dev should solve linked MC sources when debugging.
As well as loading deobfed mods.
Rewrote how arguments are handled in dev, so users can overwrite any defaults we provide.
Added basic Yggdrasil auth support. Passing in --username and --password arguments.
ONLY USE IF NECESSARY. Forge is NOT responsible for your login information.
path. We just need to verify what we need is on the classpath, and
try and handle when it's not, cleanly (by recommending running the
installer).
The manifest now embeds the correct launch arguments to allow FML to
resolve - these were _never_ editable, and belong somewhere out of
the way.
Signed-off-by: cpw <[email protected]>
empty files that don't exist yet, and don't contain data. Should
result in a significant performance improvement for those with slower disks.
Signed-off-by: cpw <[email protected]>
- Updated run config formats based on the refactored setup
- Removed old 'runclient' and 'runserver' JavaExec tasks, replacing them by creating the run configs using the refactored setup.
- Set 'assetIndex' environment variable from FG
- Updated MDK for new run config setup
DimensionType is not unique per Dimension. See DimensionManager for more details.
Vanilla now has a chunk loading system, so Forge's will need to be deprecated/adapted.
the two extra Let's Encrypt root certs installed into an auxiliary
keystore.
The keystore was generated using standard commands, documented in the
FixSSL class.
The Let's Encrypt certificates are not provided by default in Java 8
prior to update 101.
Signed-off-by: cpw <[email protected]>
Add friendlier error message for @Mod annotations with missing mods.toml entry. Closes#5440
Remove Log4J console highlighting. As it doesn't work on many consoles, and prints invalid characters. Closes#5420
- Move to util package, rename to LazyOptional
- Clean up existing javadocs, add javadocs to everything missing them
- Add more NonNull functional interfaces, and use them everywhere
- Move orEmpty() to Capability, works better here anyways
- Use the config file's path instead of the config object in error messages.
- Print the dotted path of each config key instead of the array version (group.item instead of [group item]).
- Fix comments causing a config file to be considered incorrect.
- Pass each list element to the element validator, rather than the whole list.
This can be used for mod sorting, dependencies between registries, etc.
e.g. https://github.com/MinecraftForge/MinecraftForge/pull/4694#issuecomment-412520302
New features:
Now accepts guava graph
Performance improvement: no longer reverse the graph; changed dfs to bfs
Accepets a comparator for secondary order, e.g. natural order, index by map
Now properly reports all cycles in a graph with Tarjan's strongly connected component algorithm
Adds a test to prove the validity of the sort and cycle detection
Modified build.gradle for test source directory and dependencies
Mod loading changes:
Sort mod file info instead of suppliers (we don't have suppliers instances)
Moves cycle error reporting out of topological sort and into mod sorter
Prevent mod file dependencies between mods that share the same file
Signed-off-by: liach <[email protected]>
When receiving a packet, NetworkDirection.getLogicalSide details where
the packet was the packet was sent from. Therefore, on a client it'll
be SERVER (and vice virsa), and so the work is queued on the sever
thread, instead of using Minecraft.
Add infrastructure to allow parallel or synchronous dispatch of
mod events, and pass-through of events to the dispatch system.
Signed-off-by: cpw <[email protected]>
and enable ModLauncher to use those instead. This allows all mods to load
within the scope of the game classloader, removing weird conflicts and
class discovery problems.
Moved some launchplugin code to the launcher. Moved servermain to
the launcher.
server currently needs cmdline arguments --fml.forgeVersion=24.0.51-1.13-pre --fml.mcVersion=1.13 --fml.mcpVersion=2018.09.12.04.11.00 --fml.forgeGroup=net.minecraftforge.test
stronger classloader separation between the two sides. Forge now
loads as a regular mod.
Still needs a bunch of debugging, but structure looks good and game loads
in forge dev.
Userdev/universal/mdk done.
mdk needs updating once FG3 user side is finished.
Installer waiting on Interaller project re-write to do install time deobf/patching.
Fix duplicate ID for ingredient serializers
Fix KeyBinding compile errors. No GuiKeyBindingList patches yet.
Implement controls GUI and WorldServer patches
* Add Entity.changeDimension patch and transitively required patches
* Fix throws declaration on CommandSetDimension#execute
* Fix rest of errors in fluid package
* Add PLAYER_REACH attribute
* Fix compile errors in fml.client.config and add GuiButton patch
* Delete unnecessary client.config classes, fix all config errors
* Comment some fluid errors in models
* Fix all errors in common package root, except ForgeHooks
* Mass comment network package
* Experimental conversion of extended states to generic base class
* Fix errors in common.util
* Remove config annotation stuff cuz lex said so
* Make extended state stuff compile fully
* Add KeyBinding#getKey and clean up errors in KeyModifier
* Add dimension IRenderHandler patches
* Fix most of the compile errors in client package.
The rest are missing Block/KeyBinding patches
* Disable selective reloads until configs are finished
* Add OnlyIn on IForgeDimension to match those of Dimension
* resource package and misc leftover rendering stuff
* Port Item and ItemStack patches
* Extract most item patches to interface
* Refactor Item#setNoRepair to be part of Item.Builder
* Adapt AnimationItemOverrideList to new cap system
* Improve null contract of OptionalCapabilityInstance
* Remove Capability.cast
* Update CapabilityAnimation to new cap system
* Remove OptionalCapabilityInstance#flatMap and add NonNullConsumer
* Add capability patch to Entity, not everything yet
* Fix Entity patch and add missing methods to IForgeEntity
* Fix null contract of CapabilityDispatcher
* Add TileEntity caps
* Adapt FluidUtil to new cap system
* Add world caps
* Add chunk caps
* Clean up cap patches
* Replace all tabs with spaces
* Move builder methods on Item to Item.Builder
Whitepsace fix
* Sided stuff take 2
* Prevent OptionalCapabilityInstance creating additional empty instances
* Cache getCapability result in AnimationTESR
* Fix imports in TileEntity patch
* Pull out cap code to base class, add village caps
The abstract class will be used as the default, and to enable delegates but we should keep it api simple by keeping the interface.
Removed some patches that didnt get removed in the rebase.
IBXM is copyright (c) 2007, Martin Cameron, and is licensed under the BSD License.
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of mumart nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
You are free to use this class for any purpose, commercial or otherwise.
You may modify this class or source code, and distribute it any way you
like, provided the following conditions are met:
1) You may not falsely claim to be the author of this class or any
unmodified portion of it.
2) You may not copyright this class or a modified version of it and then
sue me for copyright infringement.
3) If you modify the source code, you must clearly document the changes
made before redistributing the modified source code, so other users know
it is not the original code.
4) You are not required to give me credit for this class in any derived
work, but if you do, you must also mention my website:
http://www.paulscode.com
5) I the author will not be responsible for any damages (physical,
financial, or otherwise) caused by the use if this class or any
portion of it.
6) I the author do not guarantee, warrant, or make any representations,
either expressed or implied, regarding the use of this class or any
portion of it.
Author: Paul Lamb
http://www.paulscode.com
This software is based on or using the IBXM library available from
http://www.geocities.com/sunet2000/
IBXM is copyright (c) 2007, Martin Cameron, and is licensed under the BSD License.
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of mumart nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
[See the "Getting Started" section in the Forge Documentation](http://mcforge.readthedocs.io/en/latest/gettingstarted/).
# How to install Forge: For those wishing to work on Forge itself
If you wish to actually inspect Forge, submit PRs or otherwise work
with Forge itself, you're in the right place!
[See the guide to setting up a Forge workspace](http://mcforge.readthedocs.io/en/latest/forgedev/).
## Pull requests
[See the "Making Changes and Pull Requests" section in the Forge documentation](http://mcforge.readthedocs.io/en/latest/forgedev/#making-changes-and-pull-requests).
### Contributor License Agreement
We require all contributors to acknowledge the [Forge Contributor
License Agreement](https://cla-assistant.io/MinecraftForge/MinecraftForge). Please ensure you have a valid email address
associated with your github account to do this. If you have previously
-- Check all libraries are present: ```accesstransformer```, ```coremod```, ```deobfuscator```
-- Check versions are suitable: ```modlauncher```, ```accesstransformer```, ```coremod```, ```deobfuscator```
- Find deobfuscated and patched MC
-- If not found, trigger job to generate that (loaded later at FMLLaunchProvider.launch)
Injected arguments:
- ```mods``` : CSV list of mod files to load
- ```modlist``` : JSON formatted list of mod files in a maven-like repository format
Entrypoint : ```FMLServiceProvider.initializer```
- Setup paths
-- ```mods``` folder
-- ```config``` folder
- FML config file read (JSON?)
- Trigger initial loading
Entrypoint : ```FMLLaunchProvider.launch```
- Launches the patched and deobfuscated game
- - If that wasn't found it'll be generated from the vanilla jar and patch/deobf files (see above)
- Possible we'll use an alternative launch for the development environment
(A goal is that we pre-generate this JAR during forge installation or modpack installation)
## Loading
- First we discover all mods
- - IModLocator instances present in system are found and queried to compile a master list of all mod artifacts of the three types
- LANGPROVIDERs are added to the supported language system : IModLanguageProvider
- The MODS from the list have their META-INF/mods.json file queried for mod instances to load
- - MODS are cross-referenced for their language being available
- - MODS are cross-referenced for their libraries being available
- - MODS are cross-referenced for their MOD dependencies being available
- - MODS with META-INF/coremods.json specification are loaded into the COREMOD system
- - MODS with META-INF/accesstransformer.json are loaded into the ACCESSTRANSFORMER system
- - MODS are enqueued to the background loading system
- FMLLaunchProvider will be triggered from the ModLauncher to start the game
## Game loading
- Events triggered from loadGame will launch various phases of modloading as before
-- Deprecation of old "FML" events in favour of Forge events
-- If a mod hasn't completed scanning there might be a pause waiting for it to complete before loading (testing indicates this should be a very rare occurrence and isn't worse than existing status quo where all scanning and loading is on-thread)
### ```IModLocator```
Finds mods from various sources of various types
manifest is queried for type: FMLModType
- MOD : this file will be scanned as a mod. This is default if nothing is present
- LIBRARY : this file will be added to the classpath and no further processing is done
- LANGPROVIDER : this file will be loaded as a language provider
#### ```ModsFolderLocator```
- scans for jar files from mods folder
-- able to load all types
-- loads in all environments
-- maybe able to do runtime name transformation for dev time?
Standard mechanism to find and load mods
#### ```ExplodedDirectoryLocator```
- loads a directory as a mod
-- only able to load mods
-- should only load in dev env
Intended as a mechanism to allow development of mods easily by pointing at a compiled output directory
#### ```ArgumentModsLocator``` : NYI
- loads mods from the arguments on the command line
-- able to load all types
-- loads in all environments
### ```IModLanguageProvider```
Provides mod and language provider services
- Provides a means to transform a Mod File (from the IModLocator) into a list of modcontainer objects based on mods.json
- Scanning work will be done in background threads
- Language providers can be provided as JARs via the modlocator for ease of distribution
#### ```FMLModLanguageProvider```
This is the standard Java @Mod implementation provider
- provided by default (always supported)
- All scanning for @Mod will be done in the background thread
#### ```ScalaModLanguageProvider```
This is the scala language provider. It'll be provided separately as a JAR mod download.
- API contract will need definition
Other languages? Kotlin? Alternative Scala versions? Javascript?
## Coremods
Coremods are now forcefully separated into _injection_ and _runtime_ phases.
### Injection
Injection is the act of intercepting the loading of a class and modifying the inbound class with alterations such as additions, replacements and deletions
Injections will be written using Javascript. Two functions are required: a function providing the list of injection sites, and the function to transform the injection site.
All injection sites will need to be pre-specified by the coremod in their metadata. Lookup services should be provided in the Javascript API.
Javascript API for common coremod injection tasks needs to be developed, to allow common best-practice tooling for these complex tasks.
Runtime coremod code (code that has been injected) is Java as usual.
## Background loading thread
Early in loading, a background thread is triggered which will perform scanning tasks for common resources, such as @Mod instances and other annotations. This thread will also be responsible for loading any cached resources, either those defined at build time or pre-computed from previous runs. It may also be tasked with writing those precomputed resources.
There will be a IPreLoaderJobProvider that will allow extension of the scope of these tasks
Forge is a free, open-source modding API all of your favourite mods use!
| Version | Support |
| ------------- | ------------- |
| 1.14.x | Active |
| 1.12.x | Legacy |
* [Download]
* [Forum]
* [Discord]
* [Documentation]
#### Notes:
- Introduced in 1.13 was a new FML, information found [here](NewFML.md).
# Installing Forge
Go to [the Forge website](https://files.minecraftforge.net)
and select the Minecraft version you wish to get Forge for from the list.
You can download the installer for the *Recommended Build* or the
*Latest build* there. Latest builds may have newer features but may be
more unstable as a result. The installer will attempt to install Forge
into your vanilla launcher environment, where you can then create a new
profile using that version and play the game!
For support and questions, visit [the Support Forum](https://www.minecraftforge.net/forum/forum/18-support-bug-reports/).
[Here is a short video from Rorax showing how to install and setup Forge.](https://www.youtube.com/watch?v=lB3ArN_-3Oc)
# Creating Mods
[See the "Getting Started" section in the Forge Documentation](https://mcforge.readthedocs.io/en/latest/gettingstarted/).
# Contribute to Forge
If you wish to actually inspect Forge, submit PRs or otherwise work
with Forge itself, you're in the right place!
[See the guide to setting up a Forge workspace](http://mcforge.readthedocs.io/en/latest/forgedev/).
### Pull requests
[See the "Making Changes and Pull Requests" section in the Forge documentation](https://mcforge.readthedocs.io/en/latest/forgedev/#making-changes-and-pull-requests).
Please read the contributing guidelines found [here](CONTRIBUTING.md) before making a pull request.
### Contributor License Agreement
We require all contributors to acknowledge the [Forge Contributor
License Agreement](https://cla-assistant.io/MinecraftForge/MinecraftForge). Please ensure you have a valid email address
associated with your GitHub account to do this. If you have previously
signed it, you should be OK.
#### Donate
*Forge is a large project with many collaborators working on it around the clock. Forge is and will always remain free to use and modify. However, it costs money to run such a large project as this, so please consider [becoming a patron](https://www.patreon.com/LexManos) or buying some [cool merch](https://forgedev.flocker.tv/).*
4. Open Project > Run/Debug Settings > Edit runClient and runServer > Environment
5. Edit MOD_CLASSES to show [modid]%%[Path]; 2 times rather then the generated 4.
Windows: "gradlew setupDecompWorkspace"
Linux/Mac OS: "./gradlew setupDecompWorkspace"
Step 3: After all that finished, you're left with a choice.
For eclipse, run "gradlew eclipse" (./gradlew eclipse if you are on Mac/Linux)
If you prefer to use IntelliJ, steps are a little different.
If you prefer to use IntelliJ:
1. Open IDEA, and import project.
2. Select your build.gradle file and have it import.
3. Once it's finished you must close IntelliJ and run the following command:
"gradlew genIntellijRuns" (./gradlew genIntellijRuns if you are on Mac/Linux)
Step 4: The final step is to open Eclipse and switch your workspace to /eclipse/ (if you use IDEA, it should automatically start on your project)
3. Run the following command: "gradlew genIntellijRuns" (./gradlew genIntellijRuns if you are on Mac/Linux)
4. Refresh the Gradle Project in IDEA if required.
If at any point you are missing libraries in your IDE, or you've run into problems you can run "gradlew --refresh-dependencies" to refresh the local cache. "gradlew clean" to reset everything {this does not affect your code} and then start the processs again.
Should it still not work,
Refer to #ForgeGradle on EsperNet for more information about the gradle environment.
Tip:
If you do not care about seeing Minecraft's source code you can replace "setupDecompWorkspace" with one of the following:
"setupDevWorkspace": Will patch, deobfuscate, and gather required assets to run minecraft, but will not generate human readable source code.
"setupCIWorkspace": Same as Dev but will not download any assets. This is useful in build servers as it is the fastest because it does the least work.
Tip:
When using Decomp workspace, the Minecraft source code is NOT added to your workspace in a editable way. Minecraft is treated like a normal Library. Sources are there for documentation and research purposes and usually can be accessed under the 'referenced libraries' section of your IDE.
sourceCompatibility=targetCompatibility='1.8'// Need this here so eclipse task generates correctly.
compileJava{
sourceCompatibility=targetCompatibility='1.8'
}
sourceCompatibility=targetCompatibility=compileJava.sourceCompatibility=compileJava.targetCompatibility='1.8'// Need this here so eclipse task generates correctly.
minecraft{
version="@VERSION@"
runDir="run"
// the mappings can be changed at any time, and must be in the following format.
// snapshot_YYYYMMDD snapshot are built nightly.
// stable_# stables are built at the discretion of the MCP team.
// The mappings can be changed at any time, and must be in the following format.
// snapshot_YYYYMMDD Snapshot are built nightly.
// stable_# Stables are built at the discretion of the MCP team.
// Use non-default mappings at your own risk. they may not always work.
// simply re-run your setup task after changing the mappings to update your workspace.
mappings="@MAPPINGS@"
// Simply re-run your setup task after changing the mappings to update your workspace.
# A list of mods - how many allowed here is determined by the individual mod loader
[[mods]]#mandatory
# The modid of the mod
modId="examplemod"#mandatory
# The version number of the mod - there's a few well known ${} variables useable here or just hardcode it
version="${file.jarVersion}"#mandatory
# A display name for the mod
displayName="Example Mod"#mandatory
# A URL to query for updates for this mod. See the JSON update specification <here>
updateJSONURL="http://myurl.me/"#optional
# A URL for the "homepage" for this mod, displayed in the mod UI
displayURL="http://example.com/"#optional
# A file name (in the root of the mod JAR) containing a logo for display
logoFile="examplemod.png"#optional
# A text field displayed in the mod UI
credits="Thanks for this example mod goes to Java"#optional
# A text field displayed in the mod UI
authors="Love, Cheese and small house plants"#optional
# The description text for the mod (multi line!) (#mandatory)
description='''
This is a long form description of the mod. You can write whatever you want here
Have some lorem ipsum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed mollis lacinia magna. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Sed sagittis luctus odio eu tempus. Interdum et malesuada fames ac ante ipsum primis in faucibus. Pellentesque volutpat ligula eget lacus auctor sagittis. In hac habitasse platea dictumst. Nunc gravida elit vitae sem vehicula efficitur. Donec mattis ipsum et arcu lobortis, eleifend sagittis sem rutrum. Cras pharetra quam eget posuere fermentum. Sed id tincidunt justo. Lorem ipsum dolor sit amet, consectetur adipiscing elit.
'''
# A dependency - use the . to indicate dependency for a specific modid. Dependencies are optional.
[[dependencies.examplemod]]#optional
# the modid of the dependency
modId="forge"#mandatory
# Does this dependency have to exist - if not, ordering below must be specified
mandatory=true#mandatory
# The version range of the dependency
versionRange="[28,)"#mandatory
# An ordering relationship for the dependency - BEFORE or AFTER required if the relationship is not mandatory
ordering="NONE"
# Side this dependency is applied on - BOTH, CLIENT or SERVER
"_comment": "A pack_format of 3 should be used starting with Minecraft 1.11. All resources, including language files, should be lowercase (eg: en_us.lang). A pack_format of 2 will load your mod resources with LegacyV2Adapter, which requires language files to have uppercase letters (eg: en_US.lang)."
"pack_format": 4,
"_comment": "A pack_format of 4 requires json lang files. Note: we require v4 pack meta for all mods."
public static void glBlendFuncSeparate(int p_glBlendFuncSeparate_0_, int p_glBlendFuncSeparate_1_, int p_glBlendFuncSeparate_2_, int p_glBlendFuncSeparate_3_) {
public void func_192113_a(final EntityPlayerMP p_192113_1_)
{
p_192113_1_.func_71023_q(this.field_192115_b);
- LootContext lootcontext = (new LootContext.Builder(p_192113_1_.func_71121_q())).func_186472_a(p_192113_1_).func_186471_a();
+ LootContext lootcontext = (new LootContext.Builder(p_192113_1_.func_71121_q())).func_186472_a(p_192113_1_).func_186470_a(p_192113_1_).func_186469_a(p_192113_1_.func_184817_da()).func_186471_a(); // Forge: add player & luck to LootContext
for (ResourceLocation resourcelocation : this.field_192116_c)
public void func_192113_a(ServerPlayerEntity p_192113_1_) {
p_192113_1_.func_195068_e(this.field_192115_b);
- LootContext lootcontext = (new LootContext.Builder(p_192113_1_.func_71121_q())).func_216015_a(LootParameters.field_216281_a, p_192113_1_).func_216015_a(LootParameters.field_216286_f, new BlockPos(p_192113_1_)).func_216023_a(p_192113_1_.func_70681_au()).func_216022_a(LootParameterSets.field_216265_f);
+ LootContext lootcontext = (new LootContext.Builder(p_192113_1_.func_71121_q())).func_216015_a(LootParameters.field_216281_a, p_192113_1_).func_216015_a(LootParameters.field_216286_f, new BlockPos(p_192113_1_)).func_216023_a(p_192113_1_.func_70681_au()).func_186469_a(p_192113_1_.func_184817_da()).func_216022_a(LootParameterSets.field_216265_f); // FORGE: luck to LootContext
public boolean func_180671_f(World p_180671_1_, BlockPos p_180671_2_, IBlockState p_180671_3_)
{
+ if (p_180671_3_.func_177230_c() == this) //Forge: This function is called during world gen and placement, before this block is set, so if we are not 'here' then assume it's the pre-check.
-public class BlockDoublePlant extends BlockBush implements IGrowable
+public class BlockDoublePlant extends BlockBush implements IGrowable, net.minecraftforge.common.IShearable
{
public static final PropertyEnum<BlockDoublePlant.EnumPlantType> field_176493_a = PropertyEnum.<BlockDoublePlant.EnumPlantType>func_177709_a("variant", BlockDoublePlant.EnumPlantType.class);
public static final PropertyEnum<BlockDoublePlant.EnumBlockHalf> field_176492_b = PropertyEnum.<BlockDoublePlant.EnumBlockHalf>func_177709_a("half", BlockDoublePlant.EnumBlockHalf.class);
@@ -87,6 +87,8 @@
Block block = (Block)(flag ? this : p_176475_1_.func_180495_p(blockpos).func_177230_c());
public boolean func_180671_f(World p_180671_1_, BlockPos p_180671_2_, IBlockState p_180671_3_)
{
+ if (p_180671_3_.func_177230_c() != this) return super.func_180671_f(p_180671_1_, p_180671_2_, p_180671_3_); //Forge: This function is called during world gen and placement, before this block is set, so if we are not 'here' then assume it's the pre-check.
if (p_180671_3_.func_177229_b(field_176492_b) == BlockDoublePlant.EnumBlockHalf.UPPER)
+ if (!itemstack.func_190926_b() && net.minecraftforge.items.VanillaInventoryCodeHooks.dropperInsertHook(p_176439_1_, p_176439_2_, tileentitydispenser, i, itemstack))
+ if (p_176375_3_.func_177230_c() != Blocks.field_150431_aC) //Forge: Vanilla has a 'bug' where snowballs don't drop like every other block. So special case because ewww...
- if (p_180650_1_.func_175707_a(new BlockPos(k - 5, l - 5, i1 - 5), new BlockPos(k + 5, l + 5, i1 + 5)))
+ if (!p_180650_1_.func_175697_a(p_180650_2_, 1)) return; // Forge: prevent decaying leaves from updating neighbors and loading unloaded chunks
+ if (p_180650_1_.func_175697_a(p_180650_2_, 6)) // Forge: extend range from 5 to 6 to account for neighbor checks in world.markAndNotifyBlock -> world.updateObservingBlocksAt
{
BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos();
public boolean func_189539_a(IBlockState p_189539_1_, World p_189539_2_, BlockPos p_189539_3_, int p_189539_4_, int p_189539_5_)
{
+ net.minecraftforge.event.world.NoteBlockEvent.Play e = new net.minecraftforge.event.world.NoteBlockEvent.Play(p_189539_2_, p_189539_3_, p_189539_1_, p_189539_5_, p_189539_4_);
+ if (net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(e)) return false;
+ p_189539_4_ = e.getInstrument().ordinal();
+ p_189539_5_ = e.getVanillaNoteId();
float f = (float)Math.pow(2.0D, (double)(p_189539_5_ - 12) / 12.0D);
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