of( 11) //Last version able to set a -release as low as 6ĬompileJava. These workspaces are much more well-tested.Īlso: this should go without saying, but do not bother the official Forge community with support requests.Ĭlasspath "agency.highlysuspect:voldeloom:2.4 "Īpply plugin: " " I strongly suggest testing the release version of your mod often in a "real" Forge production environment, like a Prism Launcher Forge instance. Additionally: there's a healthy dose of secret strips of duct-tape used to get things working, some important aspects of modding that you can't do yet, and a lot that's just plain WIP. There are behavioral differences with just about all of these components. The MCP parsers and remappers and jar mergers and jar processors and access-transformers and other components used in this plugin share no lineage with anything Forge or MCP ever used.
They patch source code, we install Forge like a jarmod. This project implements a Forge modding toolchain from first principles, using a radically different approach than MCP/ForgeGradle ever did. Take this project with a grain of salt, especially the runClient dev workspace. □ -> I think it's possible? Haven't tested it yet.Yes it's possible to develop mods like that."Deobf" -> A working runClient environment, with MCP names and IDE debugger, that you can use to test your mod without needing to build a release jar and copy it into a real Minecraft launcher."Release" -> You might be able to drop these mods into a production Forge environment.The sample mod links against a few classes from Forge and Minecraft, so at least some amount of project setup works. "Compile" -> CI tests that a small sample mod is able to compile.Using the latest version of Minecraft Forge for each Minecraft version.