Gradle plugin for Fabric ancient versions of Forge.
- Latest stable:
2.4
- Latest snapshot:
2.5-SNAPSHOT
(from CI every commit)
- Based off prerelease version of Fabric Loom 0.4 by Loom contributors Aug 2016 - Jun 2020.
- Forked by TwilightFlower May 2020 for the release of Retro Tater; she did lots of the initial architecture work.
- Tweaked, maintained, and additional version support by unascribed May 2021 - May 2022 for the release of Ears and other Forge mods.
- Minor tweak by quaternary Jul 2022 for the release of Hopper.
disaster-time
rewrite branch started by quaternary Dec 2022 - Jun 2023.
This branch is my playground and my domain. Here be dragons (it's me. I'm the dragon)
Voldeloom contains a forked copy of some code from FabricMC/stitch, moved into the net.fabricmc.loom.yoinked.stitch
package. Stitch is licensed under the Apache License 2.0, so its license has been reproduced in src/main/resources/STITCH_REDISTRIBUTION_NOTICE.md
.
Using the latest version of Minecraft Forge for each Minecraft version.
- "Compile" -> CI tests that a small sample mod is able to compile. The sample mod links against a few classes from Forge and Minecraft, so at least some amount of project setup works.
- "Release" -> You might be able to drop these mods into a production Forge environment.
- "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.- Yes it's possible to develop mods like that. It's not very fun, but it's possible.
- 🤔 -> I think it's possible? Haven't tested it yet.
Compile? | Release? | Deobf? | ||
---|---|---|---|---|
<=1.0 | ❌ | ❌ | ❌ | Predates files.minecraftforge.net . |
1.1 | ❌ | ❌ | ❌ | I don't think there is much interest in modding for this version. |
1.2.5 | ❌ | ❌ | ❌ | Mods don't load in dev. Remapping for release is dummied out. |
1.3.2 | ✅ | 🤔 | ✅ | |
1.4.7 | âś… | âś… | âś… | Has received the most testing. Used for several production mods. |
1.5.2 | âś… | âś… | âś… | |
1.6.4 | ✅ | 🤔 | ✅ | |
1.7.10 | ✅ | 🤔 | ✅ | |
>=1.8 | ❌ | ❌ | ❌ | Out of scope. |
Take this project with a grain of salt, especially the runClient
dev workspace.
This project implements a Forge modding toolchain from first principles, using a radically different approach than MCP/ForgeGradle ever did. They patch source code, we install Forge like a jarmod. They remap sources, we remap binaries. 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. There are behavioral differences with just about all of these components. 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.
I strongly suggest testing the release version of your mod often in a "real" Forge production environment, like a Prism Launcher Forge instance. These workspaces are much more well-tested.
Also: this should go without saying, but do not bother the official Forge community with support requests.
Start with this build.gradle
. I would strongly suggest using modern tech - Java 17 and Gradle 7.6, to be specific. (Gradle 8 might work too, since 2.2-SNAPSHOT
.)
buildscript {
repositories {
mavenCentral()
maven { url "https://maven.fabricmc.net" }
maven { url "https://repo.sleeping.town" }
}
dependencies {
classpath "agency.highlysuspect:voldeloom:2.4"
}
}
apply plugin: "agency.highlysuspect.voldeloom"
java.toolchain.languageVersion = JavaLanguageVersion.of(11) //Last version able to set a --release as low as 6
compileJava.options.release.set(6) //Forge doesn't understand classes compiled to versions of the class-file format newer than Java 6's
String minecraftVersion = "1.4.7"
String forgeVersion = "1.4.7-6.6.2.534"
dependencies {
minecraft "com.mojang:minecraft:${minecraftVersion}"
forge "net.minecraftforge:forge:${forgeVersion}:universal@zip"
mappings "net.minecraftforge:forge:${forgeVersion}:src@zip"
}
volde {
//more configuration goes here...
}
(Infinite thanks to unascribed for hosting the maven.)
Now ./gradlew runClient --info --stacktrace
should perform a bunch of magic culminating in a Minecraft Forge 1.4.7 client window, and as an optional next step, genSources
will churn out a nice sources jar (with javadoc!) for you to attach in your IDE, like how Loom works.
Then just start modding. Don't worry too much about Java versions - the plugin will provision a Java 8 toolchain for launching the game.
Replace the mappings
line with:
mappings volde.layered {
importMCPBot("https://mcpbot.unascribed.com/", minecraftVersion, "stable", "12-1.7.10")
}
Voldeloom should work all the way down to Java 8 and Gradle 4. If using the sample buildscript above, replace the java.toolchain
/compileJava
lines with:
compileJava {
sourceCompatibility = "1.6"
targetCompatibility = "1.6"
}
and since old versions of Gradle are not Java 9-clean and lack the "toolchains" feature, remember to invoke Gradle using a Java 8 JDK.
Well I've gotta finish it first! Even this README
gets outdated worryingly quickly.
- Check the
doc
folder. - Check the
sample
folder for some sample projects. Some are compiled in CI; it should at least get that far.- note the caveat about the weird gradle setup though, you can't just copy all files in the sample project and start working
- See the
LoomGradleExtension
class for a full list of things you can configure fromvolde { }
. - I'm trying to write lots of javadoc?
- Ask me.
If stuff isn't working:
- Don't use the IDE integration like
genIdeaRuns
yet. It's broken. Just use therunClient
Gradle task for launching purposes. - Run with
--info --stacktrace
for much more detailed log output - Try dumping the cache: run with
--refresh-dependencies
(to enable the global refresh-dependencies mode) or-Pvoldeloom.refreshDependencies
(to refresh only Voldeloom artifacts) - Investigate some of the file paths written to the log; see if there's any weird things like corrupt or empty files.
If you're looking for general 1.4 Forge development advice, try here.
What works:
- Forge's Maven is configured for you with free bonus
metadataSources
forward-compat magic for gradle 5+ - Downloading Minecraft, merging the jars, remapping, etc (the usual from a minecraft toolchain)
- Patching Minecraft with Forge's classes:
- 1.5 and below: jarmod style
- 1.6/maybe 1.7: parse and apply
binpatches.pack.lzma
gdiff archive
genSources
(sans methods with MCP messed-up switchmaps), attaching sources in intellij, browsing and find usages, MCP comments in source code- Asset downloading, in the old file layout that legacy versions use
runClient
gets in-game (on at least 1.4.7 and 1.5.2)shimForgeLibraries
task predownloads Forge's runtime-downloaded deps and places them in the location Forge expects, because the URLs hardcoded in forge are long deadshimResources
task will copy assets from your local assets cache into the run directory (because you can't configure--assetsDir
in this version of the game)
- Recognized mapping sources: a Forge
-src
zip, an MCP download, tinyv2 archives (although tinyv2 will break binpatches) - Mostly-complete backport of the "extendable run configs" thing from newer Fabric Loom versions
- Define your own run configs, with per-config vm args and system properties and stuff
- 1.4 doesn't parse any program arguments apart from the username (arg 0) and session token (arg 1)
modImplementation
/etc workscoremodImplementation
/etc exists for coremods that exist at runtime, which need special handling (remappedConfigEntryFolderCopy
task handles it)
- Gradle 4 and 7 work
- On Gradle 7-, use
modCompile
instead ofmodImplementation
, and drop theonly
frommodRuntimeOnly
(implementation
/runtimeOnly
are a gradle 7 convention)
- On Gradle 7-, use
- On Gradle 6+, a Temurin 8 toolchain is provisioned for run configs. You can configure the version and vendor
- Done without breaking Gradle 4 source compatibilty in the plugin btw... so its kinda jank
- Access transformers (barely)
- It's a bit buggy, you will need to
-Pvoldeloom.refreshDependencies
to get them to propagate through. - ATs will not be discovered from other mods (by design)
- The plugin will not help you declare your ATs for the non-development workspace (yet)
- It's a bit buggy, you will need to
What doesn't work:
- Generated IDE run configs are broken.
- The
runClient
task works, and is more of a priority because I get much more control over the startup process - (I don't think many modders know what the actual difference between
runClient
and ide runs are, maybe i should write something up) - Something is putting a million java 8 jars on the runtime classpath and exploding 1.4.7
- The
- I don't know how broken Eclipse/VSCode are
- Dependency source-remapping and
migrateMappings
are (temporarily?) removed. If you're using retro mapping projects other than MCP....... have Fun - You can depend on other people's coremods, but you can't develop them (they don't end up in the
coremods
folder where Forge wants to find them) - You might need to worry about this sort of thing - I recently redid the mappings system idk if it's still an issue
Basically this uses a more Fabricy "do as much as possible with binaries" approach. This partially owes to the project's roots in Fabric Loom, which is a completely binary-based modding toolchain, but also because it's a good idea
- Operating at the level of whole class files, we install Forge the end-user way by downloading Minecraft, pasting the release Forge jar on top, and deleting META-INF.
- Operating inside each class file, we then apply dev-environment creature-comforts like statically applied access transformers, remapping to MCP, blah blah.
- Only then do we even think about touching Fernflower.
- It's even optional; running
genSources
is not required to compile a mod.
- It's even optional; running
We do miss out on the occasional line-comment that Forge's source patches add, but skipping Fernflower makes everything complete very fast.
One exception to this hierarchy is that we merge the client and server jars first (using FabricMC's JarMerger) and paste Forge's files on top of the merged jar, when the period-accurate installation process would probably paste Forge on top of merely a client jar or server jar. This is seamless because Forge's class-overwrites were evidently computed against a merged jar in the first place (see in.class
, which ships a SideOnly
annotation on a vanilla method).
Forge's period-accurate installation process is much more source-based - the game is immediately decompiled using a known Fernflower version (I think maybe some binary remapping is done using a tool called Retroguard), source-patches are applied to fill decompiler gaps + to patch in Forge's features, the rest of remapping is performed using textual find-and-replace, and the whole thing is fed back to javac
to produce the jar you run in development. This was done using some Python 2 scripts and binaries that you'd download alongside the forge/mcp install and trigger from your Ant build.
These days we have a much more well-rounded set of class binary-manipulation tools available straight off-the-shelf, like tiny-remapper
, JarMerger
, Java's ZipFileSystem
, etc, that make working with class binaries very expressive and fun. There isn't much reason to drop back to source files.
There doesn't seem to be a nice way to develop a Gradle plugin and actually use the plugin to see if it works (no, not "write automated tests for the plugin", actually use it) at the same time. This is because Gradle sucks.
Sample projects contain a line in settings.gradle
that includes the main voldeloom project as an "included build". This feels a bit backwards because the subfolder is "including" the parent folder. It is what it is.
Gotchas with this scheme:
- The "root project" is actually the sample project, so run configs generate in the wrong spot. Basically you need to make a
./sample/1.4.7/.idea
directory, voldeloom will think it belongs to the root project and dump run configs into that, copypaste them back into./.idea
, restart IDE. There's your run configs. (Or userunClient
.) - Because of the included-build mechanism, the sample project is actually in charge of compiling the Gradle plugin too. So on Gradle 4 it will be compiled against the Gradle 4 api and on Gradle 7 it will be compiled against the Gradle 7 api. To avoid breaking the sample projects, if something was removed in either Gradle version you will need reflection to access it.
IntelliJ users can right-click on each sample project's build.gradle
and press "Link Gradle Project", which is towards the bottom of the dropdown. The sample projects will then appear in the Gradle tool window for perusal. (It seems like code-completion in the editor uses the Gradle API that you last refreshed a project from.)
Do not press the "reload all gradle projects" buttons. Because of the multiple Gradle versions in play they will fail to read each other's lock files, so the gradles will stomp on each other, write to the cache at the same time, try to delete each other's output etc. Crap will end up in your Gradle cache too. Instead, to refresh projects, right-click on each sample project in the tool window you're interested in and refresh it individually.
Breakpoints don't work if you just hit the "refresh gradle" button, but if you select the task in the Select Run/Debug Configuration
bar, you can press the debug button.
General debugging stuff:
- You must fill one dependency for each of the
minecraft
,forge
andmappings
configurations, things will explode otherwise. - When in doubt, poke around in your Gradle cache (
~/.gradle/caches/fabric-loom
). If there are any obviously messed-up files like zero-byte files, corrupt/incomplete jars or zips, delete them and try again.- many of the "minecraft setup" processes are not actual Gradle tasks, so they don't benefit from gradle's correct computations or task-uptodateness
- Run your Gradle task with
--info --stacktrace
. The plugin does spam--info
with quite a bit of useful stuff.
I agree! There should be better error messages!
Forge whines about getting e04c5335922c5e457f0a7cd62c93c4a7f699f829
for a couple of dependency hashes
The shimForgeLibraries
task is intended to download the libraries Forge wants and place them in the locations it expects to find them before launching the game, since they were removed from the hardcoded URLs in Forge a long time ago (I think that's the sha1 of the Forge server's 404 page).
Either that task didn't run and the libraries aren't there (examine the Gradle log to see if it ran), or the minecraft.applet.TargetDirectory
system property did not get set on the client and it's trying to read libraries out of your real .minecraft
folder - if it's doing that, the rest of the game will also try to run out of that folder (check the path where Forge told you it saved the crash log)
I would recommend using a launcher that shims this process for you (like Prism Launcher) if you can, so you don't have to deal with this. If you can't, you will need to shim the libraries manually. To do this, check your .minecraft
folder for a logfile Forge produced, probably with a name like ForgeModLoader-client-0.log
. Open it, scroll to the bottom, and look for lines like:
There were errors during initial FML setup. Some files failed to download or were otherwise corrupted. You will need to manually obtain the following files from these download links and ensure your lib directory is clean.
*** Download http://files.minecraftforge.net/fmllibs/deobfuscation_data_1.5.2.zip
You can obtain the file from Prism Launcher's mirror by replacing http://files.minecraftforge.net/fmllibs/
with https://files.prismlauncher.org/fmllibs/
, then putting the URL into your web browser. You can also try putting the URL into the Internet Archive Wayback Machine.
Once you have the file, place it in .minecraft/lib
, using the filename at the end of the URL (in this example, make sure the file is named deobfuscation_data_1.5.2.zip
). Repeat for all URLs mentioned in the log file. The next time you start Forge, it should find these files, assume it already downloaded them, and won't make any attempts to contact the dead server.
Forge assumes the .minecraft
directory exists without checking or creating it. If it doesn't exist an exception will be thrown when it creates its log file, but it silently swallows the exception, so you get an NPE shortly after when it tries to use the log. Because the plugin will try to create the run
directory if it doesn't exist, this is likely another "the game is not using the correct working directory" bug, so check that the minecraft.applet.TargetDirectory
system property is set.
Something compiled to Java 8's classfile format is on the classpath. Forge 1.4.7 only works with classes compiled for Java 6. (Not sure why this happens when using generated run configs, instead of the gradle runClient task, probably a classpath difference)
genSources
NPEs on ClassWrapper.getMethodWrapper
in methods like placeDoor
, getOptionOrdinalValue
, multiplyBy32AndRound
etc
When desugaring a switch-over-enum, this version of Fernflower assumes its associated "switchmap" class is named with the same convention that javac
uses when compiling switch-over-enum, and will crash if it can't find it. Mojang proguarded the switchmap classes and MCP went back and renamed them, but gave them the "wrong" name, causing the bug. See this page on the CFR website for more information about switch-over-enum, and quat_notes/weird_enum_switch_methods.md
for some of my notes.
This is a binary-based toolchain where the decompiler output is just for show, so a method failing to decompile is not a big deal. If you need to see the body of the method you can try Quiltflower, the built-in IntelliJ decompiler, or CFR.
TODO: formalize these and put them into doc
See quat_notes/old notes.md
for stuff that used to be on this page but got outdated.
feb2023 oops might be outdated again
The entrypoint is LoomGradlePlugin
, which gets called upon writing the apply plugin
line.
- Hello log message is printed
java
,eclipse
, andidea
plugins are applied, as if you typedapply plugin: "eclipse"
GradleSupport.detectConfigurationNames
determines if you're on acompile
orimplementation
-flavored version of Gradle- An extension is created, LoomGradleExtension; this is what defines the
volde {
block you can type some settings into. I think more recent versions call thisloom
- The settings are not available right away (remember, we're still on the "apply plugin" line when evaluating the script)
- They will be available in
project.afterEvaluate
blocks, and since tasks are executed after those, in task configuration and execution
- A couple maven repos are added, as if you typed them in to a
repositories {
block:- Mojang's,
- Minecraft Forge
- The remapped mod cache, for mod dependencies (project .gradle/loom-cache/remapped_mods)
- Several configurations are created
minecraft
- extendscompile
/implementation
- Minecraft artifact straight off of Maven
minecraftDependencies
- Minecraft's own libraries, like LWJGL
forge
- Forge artifact straight off of Maven
forgeClient
,forgeServer
- Split Forge artifacts straight off of Maven (for <=1.2.5, which was two separate artifacts)
forgeDependencies
- Forge's autodownloaded libraries, like Guava
mappings
- MCP mappings artifact. This is either something straight off of Maven (if you're sourcing mappings from a Forge
src
zip) or a file on your computer (if usingvolde.layered
mappings)
- MCP mappings artifact. This is either something straight off of Maven (if you're sourcing mappings from a Forge
accessTransformers
- Custom Forge-format access transformer files.
minecraftNamed
- extendsminecraftDependencies
,forgeDependencies
- Minecraft named with your chosen mappings
compile
/implementation
extends from this (so you can code against it)
- and a couple for mod dependencies. These are added in pairs, and stowed in a "remapped configuration entries" list that later tasks will use
modImplementation
andmodImplementationNamed
implementation
extendsmodImplementationNamed
- ends in
compile
instead ofimplementation
on Gradle 6-
modCompileOnly
andmodCompileOnlyNamed
compileOnly
extendsmodCompileOnlyNamed
modRuntimeOnly
andmodRuntimeOnlyNamed
runtimeOnly
extendsmodRuntimeOnlyNamed
- no
Only
suffix on Gradle 6-
modLocalRuntime
andmodLocalRuntimeNamed
runtimeOnly
extendsmodLocalRuntimeNamed
- Some for coremods, which require special handling:
coremodImplementation
andcoremodImplementationNamed
compileOnly
extendscoremodImplementationNamed
coremodRuntimeOnly
andcoremodRuntimeOnlyNamed
- no extensions
coremodLocalRuntime
andcoremodLocalRuntimeNamed
- no extensions
- some IntelliJ IDEA settings are configured, same stuff you could do if you wrote an
idea { }
block in the script - All the Gradle tasks are registered
- remapJar
- genSources
- genEclipseRuns, genIdeaRuns, genIdeaWorkspace, vscode
- (my fork) shimForgeLibraries, shimResources, remappedConfigEntryFolderCopy
- the debugging task printConfigurationsPlease
- It's set up so that adding a run config to
volde.runs
will add arunXxx
task for it, then theclient
andserver
run configs are created which adds the runClient and runServer tasks
Then we ask for an afterEvaluate
callback. The rest of the buildscript in your project runs first, so when the callback runs, it is able to access the settings configured in the volde { }
block:
- Call any "before minecraft setup actions" (callback that the buildscript author can use for any purpose)
- Call
ProviderGraph#trySetup()
. This is a deeply magical Does-It-All method. Described later. - The
jar
andremapJarForRelease
tasks are wired up:- If
remapJarForRelease
doesn't have an input:jar
is set to a classifier of"dev"
andremapJarForRelease
is set to a classifier of""
.remapJarForRelease
's input is set tojar
's output.
remapJar
's output is registered to thearchives
artifact configuration.- The Loom gradle extension gets
addUnmappedMod
called on it, set tojar
's output (idk)
- If
- Maven publication settings are configured, to forward mod dependencies into your maven POM.
- Call any "after minecraft setup actions" (callback that the buildscript author can use for any purpose)
After doing all of that, the task execution phase may begin.
What happens in ProviderGraph#trySetup
:
- Ensure there's exactly one dependency in the
minecraft
configuration. Reads its version number. VanillaJarFetcher
:- Download
version_manifest.json
, locate the appropriate per-version manifest. - Download the client and server.
- Download
VanillaDependencyFetcher
:- Examine the per-version manifest for Maven-style dependencies and native libraries.
- Add the Maven-style dependencies to the Gradle project as regular maven deps.
- Download the native libraries to a folder.
AssetDownloader
:- Just configure it, don't actually download the assets yet.
- If there's something in the
forge
configuration:Binpatcher
:- Examine the jar for 1.6+-style "binpatches".
- If they exist, apply binpatches to the client and server jars.
Merger
:- Blend the client and server jars into a single
-merged
jar.
- Blend the client and server jars into a single
- (Continue from step 7, on the merged jar & merged copy of Forge.)
- If there's instead something in the
forgeClient
andforgeServer
jars:- (Continue from step 7, on the client jar & client version of Forge.)
- (Continue from step 7, on the server jar & server version of Forge.)
ForgeDependencyFetcher
:- Examine the version of Forge for its additional dependencies.
- There's various odd formats used over the years, like "automatically-downloaded libraries at runtime" or a
version.json
launcher profile. Handle those.
Jarmodder
:- Copy the Forge jar into the vanilla Minecraft jar.
- Delete
META-INF
.
MappingsWrapper
:- Ensure there's exactly one dependency in the
mappings
configuration. - Read various MCP
.srg
/.csv
files and constructMcpMappings
from them.
- Ensure there's exactly one dependency in the
- (or step 11, on 1.7+)
AccessTransformer
:- Apply Forge's access-transformers to the minecraft jar.
- (or step 10, on 1.7+)
RemapperMcp
:- Apply the
McpMappings
to the jar, creating an SRG-named jar (func_, field_, etc)
- Apply the
NaiveRenamer
:- Apply the
fields.csv
andmethods.csv
names from theMcpMappings
.
- Apply the
DependencyRemapperMcp
:- Takes mods from the
modImplementation
/etc configurations and remaps them from the release namespace into the workspace names.
- Takes mods from the
- configure
GenSourcesTask.SourceGenerationJob
s. - Adding the finished Minecraft jar to the
minecraft
configuration:- Use the
-linemapped
jar from the lastgenSources
execution, if one exists. - If not, the output of
NaiveRenamer
is used.
- Use the
- Create reobf mappings, that go from the workspace namespace into the release namespace, used by the
remapJarForRelease
task.
LoomGradleExtension
contains a NamedDomainObjectController
of RemappedConfigurationEntry
s. A RemappedConfigurationEntry
is a pair of configurations:
- an "input config", which the developer is intended to add release-named artifacts into (so, "obfuscated things")
- an "output config", which the
RemappedDependenciesProvider
dep provider will deposit remapped versions of the artifacts inside
and some miscellaneous functionality:
- optionally a "Maven scope" string, which declares how input artifacts get placed on the maven pom
- optionally a "copy to folder" string, which declares a custom folder that output artifacts will be copied into, inside run configs
So, let's say there's an entry with an input config of modImplementation
, an output of modImplementationNamed
, and a maven scope of "compile" (which there is, because LoomGradlePlugin
adds this one by default); and you add "vazkii:Botania:1.2.3"
to modImplementation
.
- The dependency remapper will find your
"vazkii:Botania:1.2.3"
dependency (since it's in the input configuration), remap the artifact into the current workspace names, and add the file to themodImplementationNamed
config (the output config).- Because
implementation
was also set to extend frommodImplementationNamed
inLoomGradlePlugin
, you are able to write code against the mod in your development environment. - Because
implementation
extends fromruntimeClasspath
(regular gradle stuff), the mod will appear in your development runClient.
- Because
- When you publish to Maven, the POM will mention
"vazkii:Botania:1.2.3"
as a "compile" dependency.
Similar configurations exist under modCompileOnly
and modRuntimeOnly
(which map onto the corresponding standard Java Gradle configurations), and modLocalRuntime
(which is the same as modRuntimeOnly
but doesn't add to the "runtime" maven scope, intended for simply installing mods into your client workspace)
Forge 1.4.7 has a limitation where it cannot load coremods from the classpath; they must exist in the coremods folder only. If you set copyToFolder("coremods")
on a remapped dependency entry, a Gradle task that runs before any runXxxx
tasks (RemappedConfigEntryFolderCopyTask
) will notice, and copy the dependency into the coremods folder for you.
The predefined coremodImplementation
/coremodImplementationNamed
entry, for example, only sets coremodImplementationNamed
to extend from compileOnly
, not implementation
. This means it doesn't get put on the runtime classpath the usual way (by way of runtimeClasspath
extending implementation
). Forge picks up on the mod because the jar has been copied into the coremods
folder, though.
There are coremodImplementation
, coremodRuntimeOnly
, and coremodLocalRuntime
configurations predefined. coremodCompileOnly
does not exist because the folder-copy workaround is only required to load the coremod in the local development workspace; if it existed, it would be identical to modCompileOnly
, so just use that.