21 Commits
Author SHA1 Message Date
feldenr 0c831bdff8 fix(ores): prove ore generation works for BOP biomes + blacklist highland
Investigation of 'no ores in BOP biomes' (highland, shrubland) reported during
in-game testing. Root cause: the early version of ConfigGatedFeaturesModifier
used a static firstCallLogged flag and threw when the COMMON config was not yet
loaded at biome-info build time, so its features were silently dropped. That
was already fixed (per-instance flag + try/catch defaulting to enabled); this
commit proves the fix end-to-end and removes the leftover debug logging.

Two automated proofs added (no manual in-game testing needed):

1. oreFeaturesAcrossBiomes GameTest: queries each biome holder's
   modifiableBiomeInfo().get() (the generation settings AFTER NeoForge applies
   every biome modifier). Result: every temperate biome - vanilla AND Biomes
   O' Plenty (shrubland, field, moor, grassland, woodland, mediterranean_forest)
   - contains the custom iron/coal/shard features. All 2 GameTests pass.

2. OreAuditHandler: a file-gated diagnostic (active only when run/.oreaudit
   exists) that runs on a dedicated server, generates real chunks under the
   latitude world type, scans actual ore blocks per surface biome, writes
   ore_audit_report.txt, then stops. Run with level-type=
   custom_ore_gen:ultra_wide_biome + the .oreaudit flag. Result on a 12x12
   chunk scan: biomes with ores=5, biomes with zero ores=0. BOP biomes
   (biomesoplenty:moor, biomesoplenty:grassland) contain iron, coal and shard
   diamond, identical to vanilla biomes. Totals: shard=89 iron=2667 coal=4803.

Design change: biomesoplenty:highland removed from latitude_temperate_surface,
mountain_biomes and tempered_biomes tags. The user finds the biome ugly; it no
longer generates. (Its ore generation was already correct - the removal is a
pure aesthetic preference, not an ore fix.)
2026-06-18 22:14:26 +02:00
feldenr 147c9d6b4a fix(biomes): remove cross-climate tag leaks (copper/gold in temperate spawn)
minecraft:birch_forest was listed in BOTH latitude_hot_surface AND
latitude_temperate_surface. Since ore generation is gated on the climate
tags, the hot-band ores (copper, pure gold, redstone) were spawning in
birch_forest - the default temperate spawn biome - so players found copper
in what looks like a temperate forest. birch_forest is a vanilla temperate
biome (temperature 0.6) and is the configured safe spawn; it never belonged
in the hot tag. Removed from hot, kept in temperate.

Also fixed a second leak: minecraft:windswept_forest was in BOTH temperate
AND cold, so it received both temperate (iron/coal) and cold (lapis/diamond)
ores. Kept in temperate only (windswept forest is not a genuinely cold biome
like snowy/taiga/grove).

Validated: each surface biome now belongs to exactly one climate tag (no
overlap). Latitude GameTest still green: spawn=birch_forest | north=100% |
south=100% | swamp=1.26% | deepDark=1.30% | caveBiomes=6.5%.
2026-06-17 21:34:07 +02:00
feldenr 48a0d797f0 feat(config): make ore feature toggles actually gate generation + cleanup
The feature toggles (enableConcentratedOres, enableImpureOres, ...) were
defined in config but never read: ConfigHelper.isFeatureEnabled() had no
caller, so the toggles were decorative. Wiring them is non-trivial because
NeoForge biome modifiers are loaded as data at bootstrap, before ModConfig
exists, so a data JSON cannot read a runtime config value directly.

Fix: a custom BiomeModifier (ConfigGatedFeaturesModifier) registered as
'custom_ore_gen:config_gated_features'. Its modify() runs at world load, when
the config is available, and only adds each feature group when its toggle is
on. The six add_*_biomes_ores.json modifiers now use this type, with each ore
mapped to its toggle:
  - shardDiamondOre       -> shard diamonds (surface + deep)
  - concentratedOres       -> concentrated coal, deepslate diamond
  - impureOres             -> iron (+deepslate)
  - pureGoldenOre          -> pure golden (+deepslate)
  - customCopperOres       -> copper high/lower
  - customEmeraldOres      -> emerald high/lower
  - vanillaOreVariants     -> lapis, redstone (+deepslate)

With all toggles defaulting to true, behaviour is identical to the previous
neoforge:add_features modifiers (code-equivalent), so existing worlds keep
their ores.

Also fixes a pre-existing bug: sharddiamondblockore (surface shard diamond)
was referenced by no biome modifier and never generated; it is now linked via
the shard diamond group (neoforge:any).

Dead code removed: the ash_coal feature/drop config (enableAshCoalOre,
ashCoalOreMinDrops/MaxDrops) and the 'ash_coal' drop case referenced an ore
block that was deleted long ago, plus the 'Temporarily use coal' placeholder.

Testing: the latitude GameTest still passes. A new oreGatingMatchesConfig test
verifies the shard feature presence in biome settings matches the toggle, but
skips with a note on runGameTestServer (its level is a void world with no
decoration features, so biome modifiers are not observable there); run it
against a real world to exercise the ON/OFF assertion.
2026-06-17 21:21:53 +02:00
feldenr 9182bda998 fix(drops): make iron/gold ores ignore Fortune like vanilla
Iron and Gold ores were the only ones reacting to Fortune (Fortune III could
yield up to 4 raw iron/gold per block). In vanilla 1.21, iron and gold ores
ignore Fortune entirely (the raw ore is smelted, not multiplied). Copper,
lapis and redstone legitimately keep Fortune (vanilla behavior), so those are
unchanged.

Added pureGoldenOreEnableFortune and impureIronOreEnableFortune config toggles
(default: false) for consistency with the other ores (which all have an
enableFortune toggle) and wired them into both the ConfigurableOreDropsProcedure
(XP path) and the CustomOreLootModifier (item drops path, authoritative).

Verified after a GameTest run that NeoForge merges the new keys with the
default false WITHOUT touching the user's existing custom drop values
(e.g. minDrops/maxDrops overrides are preserved). GameTest still green:
spawn=birch_forest | north=100% | south=100% | swamp=1.26% | deepDark=1.30%
| caveBiomes=6.5%.
2026-06-17 13:28:49 +02:00
feldenr 3ea6906369 fix(create): repair processing recipes + make them standalone-safe
The Create processing recipes (crushing/milling/mixing) were broken in two
ways, plus leaked parse errors when Create was absent.

1. Format migration to Create 6.x (matched against native recipes in the
   Create 6.0.9 jar):
   - results entries: item -> id
   - processingTime -> processing_time (snake_case)
   - ingredients keep item (still correct in 6.x)

2. Phantom item references: 9 recipes targeted blocks that no longer exist
   (renamed/removed ores). Reaffected 8 to their real block (e.g.
   highlapisore -> lapisore, goldore -> puregoldenore, highcopperore ->
   copperhighore) and deleted 9 with no real equivalent or that would
   duplicate an existing recipe (deepslate variants of coal/copper/emerald
   that don't exist as blocks).
   Result: all 16 registered ore blocks now have at least one valid Create
   recipe (15 direct + sharddiamond via the forge:ores/shard_diamond tag).

3. Standalone safety: wrapped all 20 Create recipes + the Mekanism enriching
   recipe in neoforge:conditions (mod_loaded) so they only parse when the
   target mod is present. Without this, the RecipeManager logged ERRORs
   (Unknown registry key create:crushing) on every boot when the mod ran
   alone. Conditions use the sibling format, verified empirically.

Validated both configurations via runGameTestServer:
  - Standalone (Create + Mekanism absent): 0 recipe parse errors, latitude OK
  - With all mods (BOP + Tectonic + Create + JEI): 0 parse errors, recipes
    load, latitude OK (spawn=birch_forest | north=100% | south=100% |
    swamp=1.26% | deepDark=1.30% | caveBiomes=6.5%)

The mod has no hard dependency on Create (no compile dep, no Java imports,
optional in mods.toml) and now boots cleanly with zero recipe errors whether
or not Create/Mekanism are installed.
2026-06-16 22:34:53 +02:00
feldenr dac57d3c63 fix: synchronize ore generation with latitude climate tags
The ore biome modifiers still referenced the legacy climate tags
(cold_biomes / tempered_biomes / hot_biomes) which were out of sync with the
new latitude system (latitude_cold_surface / _temperate_surface / _hot_surface).
As a result ores did not spawn where the player would expect them, several BOP
biomes got no ores at all, and surface ores leaked into oceans.

All three climate modifiers now point at the latitude surface tags, so ore
distribution follows the climate exactly. Because the latitude tags exclude
oceans, the fix also removes iron/coal generation under oceans.

Result (verified by coverage analysis):
  North (cold/frozen)      -> Lapis + Diamond          (27 biomes, +16 BOP)
  Equator (temperate/spawn)-> Iron + Coal             (31 biomes, +21 BOP)
  South (hot)              -> Gold + Copper + Redstone(22 biomes, +11 BOP)
  0 orphan surface biomes; no ocean surface ores. GameTest still green.
2026-06-16 21:41:25 +02:00
feldenr fa8c40652b test+feat: depth-slice map validation + tune cave thresholds to target
Add geological depth slices to the automated GameTest: it now samples the
latitude world at three depths and renders one PNG per depth (a top-down
'view' of that Y layer):
  - latitude_map_surface.png  (Y=64)
  - latitude_map_mid_cave.png (Y=-15)
  - latitude_map_deep.png     (Y=-50)
plus a report section per slice and new assertions:
  - Deep Dark must stay rare in the deep zone (<8%)
  - cave biomes (lush/dripstone) must stay a minority in mid-cave (<25%)

Cave biome colors are now distinct (lush=green, dripstone=orange, deep_dark=
teal) so the slices are readable.

Tuned the cave thresholds using the test as a fast feedback loop (BiomeSource-
only sampling, ~30s per run, mods-independent):
  - CAVE_THRESHOLD 0.55 -> 0.38   (lush/dripstone pockets now ~6.5%)
  - DEEP_DARK_THRESHOLD 0.88 -> 0.55 (Deep Dark now legendary ~1.3%; was 0%)

Validated with BOP + Tectonic:
  spawn=birch_forest | north=100% | south=100% | swamp=1.26% |
  deepDark=1.30% | caveBiomes=6.5%
2026-06-16 21:26:32 +02:00
feldenr 060b77b506 feat: rethink cave generation - latitude extends underground, Deep Dark legendary
The previous implementation forced a uniform cave-biome slab (lush/dripstone/
deep_dark) across all of Y<30, which overrode the latitude logic for a huge
volume and made the Deep Dark far too common.

New 3-zone underground model keeps the latitude surface biome as the default
at every depth (mining under a desert feels like the desert) and only carves
rare cave features on top:

- Near surface (Y >= 0): latitude biome as-is, no override.
- Mid caves (-30 <= Y < 0): lush/dripstone pockets (~8%) matching the climate
  (humid/warm bands -> lush, dry/cold bands -> dripstone).
- Deep zone (Y < -30): legendary Deep Dark pockets (~1%, very low-frequency
  noise so they form large rare regions suitable for Ancient Cities); the
  surface latitude biome otherwise.

Deep Dark is removed from the biome band pools and driven solely by its own
noise, restoring it to a rare, legendary discovery. Cave biomes are now
resolved once and declared in possibleBiomes. BiomeBand.underground() removed
(caves are climate-driven, not band-pool-driven).

Validated by GameTest (BOP + Tectonic): spawn=birch_forest | north=100% |
south=100% | swamp=1.26%.
2026-06-16 21:12:17 +02:00
feldenr 45213d3580 fix(test): use tag membership for climate band assertions
With Biomes O' Plenty installed, the FROZEN/HOT bands are filled with BOP
cold/hot biomes which the previous hardcoded vanilla-only assertion sets
did not include, causing a false failure (FROZEN measured 31% vs real ~100%).

Assertions now resolve the surface tags from the real registry and check
membership, so vanilla + BOP biomes are both counted. Adds a per-band
breakdown to the report for easier diagnostics.

Validated with Create + JEI + Biomes O' Plenty + Tectonic + deps:
  spawn=birch_forest | north=100% | south=100% | swamp=1.26%
2026-06-15 23:10:24 +02:00
feldenr 169a447f7b test: add automated latitude validation via GameTest server
Run `./gradlew runGameTestServer` to validate the latitude biome system
without manual in-game testing. Boots a headless game server (full biome
registry), samples a 32000x32000 grid through LatitudeBiomeSource, renders a
PNG map and writes a distribution report, then asserts climate invariants:
  - spawn on a safe biome (plains/forest)
  - FROZEN band dominated by cold/frozen biomes (>60%)
  - HOT band dominated by warm/hot biomes (>60%)
  - swamp remains rare in the temperate band (<15%)

Outputs land in run/gametest-results/latitude/ (latitude_map.png +
latitude_report.txt). Sampling is BiomeSource-only (no chunk generation),
so it runs in ~35s regardless of installed mods.

- LatitudeGameTest: @GameTestHolder + @PrefixGameTestTemplate(false)
- structure/empty_1x1.nbt: minimal 1x1x1 air structure required by GameTest
- build.gradle: add gameTestServer run configuration
2026-06-15 21:07:43 +02:00
feldenr 7729eeb65c feat: latitude biome system with two world types + map validation command
Add a latitude-based world generation system: biomes are distributed by Z
coordinate (frozen north -> temperate equator -> hot south) with extremely
large biomes on a continental scale, plus full Biomes O' Plenty support.

World types (selectable in the world creation 'World Type' button):
- Ultra Wide Biome: latitude biomes + vanilla terrain (immune to Tectonic
  via a private noise_settings copy under custom_ore_gen).
- Tectonic Ultra Wide Biome: latitude biomes + minecraft:overworld terrain
  (uses Tectonic when present, vanilla otherwise).

Core implementation:
- LatitudeBiomeSource: custom BiomeSource distributing biomes by latitude.
  Temperature derived from Z with a boundary wobble, dual-octave selector
  noise for a flat biome distribution (no biome dominates), land/ocean mask,
  underground cave layer, moisture-driven rare swamp/mangrove pockets, and a
  guaranteed safe spawn zone (plains/forests) around the origin.
- BiomeBand: 5 climate bands (FROZEN/COLD/TEMPERATE/WARM/HOT) with vanilla
  surface pools + dedicated climate tags (latitude_*_surface) for optional
  BOP biomes via required:false, plus ocean and underground pools.
- WorldGenRegistration: DeferredRegister for the 'custom_ore_gen:latitude'
  BiomeSource codec.
- LatitudeSpawnHandler: pins spawn to a plains/forest biome on overworld load.

Validation:
- /latitude map [radius] [step]: samples the LatitudeBiomeSource on a large
  grid, renders a top-down PNG map (run/latitude/latitude_map.png) and writes
  a per-band distribution + invariant report (run/latitude/latitude_report.txt).

Constants tuned for a continental scale:
  TEMPERATURE_SCALE = 16000 (equator->pole)
  SURFACE_SELECTOR_SCALE = 0.00033 (biomes ~3000 blocks wide)

Swamp fix: removed from the common temperate surface tag and made rare
(~8% of temperate land via moisture noise), matching vanilla humidity biomes.
2026-06-14 22:59:09 +02:00
feldenr 74480d9d2c feat: replace event-based drops with Global Loot Modifier (fix Create drill crash)
- Add CustomOreLootModifier (Global Loot Modifier) handling all ore drops,
  ensuring compatibility with machines (Create drill/contraptions) and avoiding
  duplication. Handles silk touch (vanilla block / shard diamond block) and
  fortune via config-driven min/max drops.
- Register GLM serializer via DeferredRegister in CustomOreGenMod (user code block)
- Rewrite OreBreakEventHandler: remove direct drops mutation that caused
  UnsupportedOperationException on immutable list when broken by Create drill.
  Drops are now fully GLM-driven; handler only triggers XP/procedure logic.
- Migrate loot tables from loot_table/ (singular, 1.20) to loot_tables/
  (plural, NeoForge 1.21 format) for all 16 ore blocks.
- Declare GLM in data/neoforge/loot_modifiers/global_loot_modifiers.json
- Add Create crushing + milling recipes for diamond -> diamond shards
- Config tweaks: tool durabilities (pickaxe/axe/shovel 450, paxel 800),
  Pure Golden Ore maxHeight 256 -> 320
- Refresh shard diamond armor/item textures
- Simplify unit tests for new drop system
2026-06-14 11:08:59 +02:00
feldenrandClaude 3ef6f03244 fix: make ore generation biome-specific and add command permissions
- Replace overworld-wide ore spawning with biome-specific generation
- Delete add_custom_ores.json that caused ores to spawn everywhere
- Create 6 biome-specific modifiers:
  * add_cold_biomes_ores.json - Lapis, concentrated diamond
  * add_hot_biomes_ores.json - Pure gold, copper, redstone
  * add_mountain_biomes_ores.json - High emerald
  * add_rare_biomes_ores.json - Lower emerald
  * add_tempered_biomes_ores.json - Iron, concentrated coal
  * add_shard_diamond_ores.json - Shard diamond (all biomes)
- Add permission level 2 requirement to /ores and /ore commands

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <[email protected]>
2026-02-03 14:06:50 +01:00
[email protected] 9e9c4d28d6 fix: resolve crash at startup by checking if config is loaded 2026-02-03 11:32:50 +01:00
[email protected] d0ae2916ad fix: resolve build errors and link tool/armor stats to config 2026-02-03 11:23:06 +01:00
[email protected] 7bd578797b chore: align ore drops and XP with vanilla 1.21 and add AGENTS.md guide 2026-02-03 09:23:25 +01:00
feldenr 93bb4afb97 refactor: cleanup block classes and migrate tests to NeoForge
- Removed onDestroyedByPlayer from blocks (now handled by OreBreakEventHandler)
- Updated tests to use NeoForge classes (ModConfigSpec instead of ForgeConfigSpec)
- Fixed EnchantabilityFix annotation and commented out placeholder code
- Updated pack.mcmeta format for 1.21.1
2026-02-02 23:21:11 +01:00
feldenr 0fa495474b fix: register config and update recipe formats for 1.21.1
- Registered ModConfigs.SPEC in CustomOreGenMod to avoid IllegalStateException
- Updated all recipe JSONs to use 'id' instead of 'item' in result fields
- Renamed mekanism recipes folder to match 1.21.1 conventions
2026-02-02 23:20:17 +01:00
feldenr bca6034dd7 fix: restore ore drops and make them configurable via procedure
- Renamed data folders to 1.21.1 standards (singular names)
- Implemented OreBreakEventHandler to call ConfigurableOreDropsProcedure
- Updated procedure and config to handle all custom and variant ores
- Modified loot tables to only handle Silk Touch (manual drops via procedure)
- Fixed missing drops issue caused by folder name mismatch in 1.21.1
2026-02-02 23:11:42 +01:00
feldenr 4b9a4b0a05 Fix custom ore drops and tool enchantability for 1.21 2026-02-02 22:24:52 +01:00
[email protected] b636fd4295 Fix world crash, restore custom ores, fix armor textures (NeoForge 1.21.1) 2026-02-02 16:57:31 +01:00
14491 changed files with 7967 additions and 1341588 deletions
+20 -1
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@@ -16,7 +16,26 @@
"Bash(git add:*)", "Bash(git add:*)",
"Bash(git commit:*)", "Bash(git commit:*)",
"Bash(git push)", "Bash(git push)",
"Bash(wc:*)" "Bash(wc:*)",
"Bash(git checkout:*)",
"mcp__zread__read_file",
"Bash(del:*)",
"Bash(export:*)",
"Bash(unset:*)",
"Bash(\"/c/Program Files/JetBrains/CLion 2025.2.1/jbr/bin/java.exe\" -version)",
"Bash(java:*)",
"Bash(where:*)",
"Bash(taskkill:*)",
"Bash(dir:*)",
"Bash(dir \"C:\\\\Program Files\\\\Eclipse Adoptium\")",
"Bash(\"C:\\\\Program Files\\\\Java\\\\latest\\\\bin\\\\java.exe\":*)",
"Bash(/c/Program Files/Java/latest/bin/java.exe:*)",
"Bash(/c/Program Files/Java/jdk-24/bin/java.exe:*)",
"Bash(git show:*)",
"Bash(git fetch:*)",
"Bash(git pull:*)",
"Bash(set:*)",
"Bash(JAVA_HOME=/c/Program Files/Java/jdk-24 ./gradlew:*)"
] ]
} }
} }
+6 -7
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@@ -1,9 +1,8 @@
.gradle/
build/
run/ run/
*.iml build/
.idea/ .gradle/
*.class bin/
*.log *.log
*.lock *.log.gz
*.bin .DS_Store
nul
Binary file not shown.
+2 -2
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@@ -1,2 +1,2 @@
#Fri Jan 02 13:19:24 CET 2026 #Mon Feb 02 10:25:07 CET 2026
gradle.version=8.8 gradle.version=8.11.1
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Binary file not shown.
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@@ -0,0 +1,28 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>custom_ore_gem</name>
<comment>Project custom_ore_gem created by Buildship.</comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.buildship.core.gradleprojectbuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.eclipse.buildship.core.gradleprojectnature</nature>
</natures>
<filteredResources>
<filter>
<id>1770104171004</id>
<name></name>
<type>30</type>
<matcher>
<id>org.eclipse.core.resources.regexFilterMatcher</id>
<arguments>node_modules|\.git|__CREATED_BY_JAVA_LANGUAGE_SERVER__</arguments>
</matcher>
</filter>
</filteredResources>
</projectDescription>
@@ -0,0 +1,13 @@
arguments=--init-script C\:\\Users\\felden.r\\.local\\share\\opencode\\bin\\jdtls\\config_win\\org.eclipse.osgi\\58\\0\\.cp\\gradle\\init\\init.gradle
auto.sync=false
build.scans.enabled=false
connection.gradle.distribution=GRADLE_DISTRIBUTION(WRAPPER)
connection.project.dir=
eclipse.preferences.version=1
gradle.user.home=
java.home=C\:/Program Files/Java/jdk-1.8
jvm.arguments=
offline.mode=false
override.workspace.settings=true
show.console.view=true
show.executions.view=true
+172
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@@ -0,0 +1,172 @@
# Custom Ore Gem - Developer Guide for Agents
This repository is a Minecraft **NeoForge 1.21.1** mod created with **MCreator**. Agents must follow these strict guidelines to ensure build stability and code preservation.
## 1. Build & Test Commands
Use the Gradle wrapper for all operations. Ensure you are using Java 21 (NeoForge 1.21.1 requirement).
- **Build Mod:**
```bash
./gradlew build
```
- Generates the mod JAR in `build/libs/`.
- Always run this after making changes to verify compilation.
- **Run Client:**
```bash
./gradlew runClient
```
- **Run Server:**
```bash
./gradlew runServer
```
- **Run Data Generation:**
```bash
./gradlew runData
```
- This generates resources (blockstates, models, loot tables) into `src/generated/resources`.
- **Run All Tests:**
```bash
./gradlew test
```
- **Run Single Test Class:**
```bash
./gradlew test --tests "net.mcreator.customoregen.OresCommandTest"
```
- **Run Single Test Method:**
```bash
./gradlew test --tests "net.mcreator.customoregen.OresCommandTest.testCommandRegistration_ShouldRegisterOresCommand"
```
- **Clean Project:**
```bash
./gradlew clean
```
## 2. MCreator & Code Preservation
**CRITICAL:** This project is partially generated by MCreator.
- **Generated Files:** Many files in `src/main/java` are regenerated on every build or MCreator export.
- **User Code Blocks:** You **MUST** only edit code within designated user code blocks in these files.
```java
// Start of user code block [block_name]
// ... YOUR CODE HERE ...
// End of user code block [block_name]
```
- If a file does not have these blocks, assume it is **UNSAFE** to edit unless you created it yourself.
- **Safe Files:**
- Files strictly created by you (e.g., in `src/test/java`).
- New utility classes or event handlers not managed by MCreator.
- **Do NOT** directly modify the following unless inside a user block:
- `CustomOreGenModBlocks.java`
- `CustomOreGenModItems.java`
- `CustomOreGenModTabs.java`
- Any file in `net.mcreator.customoregen.procedures` (unless explicitly safe).
## 3. Code Style & Conventions
### Formatting
- **Indentation:**
- **Source Code (`src/main`):** Use **TABS** (default MCreator style).
- **Tests (`src/test`):** Use **4 SPACES** (typical for JUnit tests).
- **Consistency:** Always check the current file's indentation before editing.
- **Encoding:** UTF-8.
### Naming
- **Classes:** PascalCase (e.g., `CustomOreGenMod`).
- **Methods:** camelCase (e.g., `queueServerWork`).
- **Constants:** UPPER_SNAKE_CASE (e.g., `MODID`, `COLD_BIOMES_TAG`).
- **Fields:** camelCase (e.g., `workQueue`, `oreGenConfig`).
- **Packages:** `net.mcreator.customoregen` (lowercase).
### Imports
- Group imports in this specific order:
1. Java/Standard Libraries (`java.*`, `javax.*`)
2. Third-party Libraries (e.g., `org.apache.logging.log4j.*`)
3. Minecraft/NeoForge (`net.minecraft.*`, `net.neoforged.*`)
4. Project Classes (`net.mcreator.customoregen.*`)
- Avoid `import *` unless there are many imports from the same package (e.g., `java.util.*` is acceptable if heavily used, but explicit imports are preferred for clarity).
### Logging
- Use `LogManager.getLogger(Class.class)` for loggers.
- Field name: `LOGGER`.
- Log levels: Use `debug` for dev info, `info` for general status, `error` for exceptions.
## 4. Architecture & Patterns
- **Framework:** NeoForge 1.21.1 (Java 21).
- **Registries:** Use `DeferredRegister` for all registries (Blocks, Items, Tabs, SoundEvents).
- Example: `public static final DeferredRegister.Blocks REGISTRY = DeferredRegister.createBlocks(CustomOreGenMod.MODID);`
- **Event Bus:**
- The `@Mod` class registers the `IEventBus`.
- Use `@SubscribeEvent` for event handling.
- Event handlers often reside in `net.mcreator.customoregen.event` or static inner classes annotated with `@EventBusSubscriber`.
- **Configuration:**
- Located in `net.mcreator.customoregen.config.ModConfigs`.
- Uses `ModConfig.Type.COMMON` built with `ModConfigSpec`.
- Access configs via the public static fields (e.g., `ModConfigs.ORE_GEN.shardDiamondOreCount.get()`).
- **Commands:**
- Registered via `RegisterCommandsEvent`.
- Use Brigadier (`CommandDispatcher`, `CommandContext`).
- See `OresCommand.java` for the reference implementation.
## 5. Testing Guidelines
- **Framework:** JUnit 5 (Jupiter) + Mockito.
- **Location:** `src/test/java`.
- **Mocking Strategy:**
- Since a full Minecraft environment is not available in unit tests, you **MUST** mock Minecraft classes.
- Use `@ExtendWith(MockitoExtension.class)`.
- Mock critical classes: `@Mock ServerPlayer player`, `@Mock Level level`, `@Mock BlockPos pos`.
- Stub methods: `when(level.getBiome(pos)).thenReturn(biomeHolder);`.
- **Assertions:** Use `org.junit.jupiter.api.Assertions` (e.g., `assertEquals`, `assertDoesNotThrow`).
## 6. Common Tasks
- **Adding a New Ore:**
1. Create Block & Item (MCreator/Manual).
2. Add JSONs: Loot Table, Configured Feature, Placed Feature, Biome Modifier.
3. Register in `CustomOreGenModBlocks` and `CustomOreGenModItems`.
4. Update `OresCommand.java` lists (e.g., `COLD_ORES`, `HOT_ORES`) to make it discoverable.
5. Update `OreBreakEventHandler.java` if it has custom drops logic.
6. Add to `ModConfigs.java` for generation parameters (vein size, count, etc.).
- **Modifying Logic:**
- Check `procedures/` for game logic (often MCreator generated).
- Check `event/` for event-driven logic.
- Always verify if logic changes need a corresponding test update.
## 7. Safety & Verification
- **Backups:** If you are unsure about MCreator regeneration, backup the file before editing.
- **Verification:**
- Always run `./gradlew build` after changes to ensure no compilation errors.
- If you touch config files, ensure `ModConfigsTest` still passes.
- If you touch commands, ensure `OresCommandTest` still passes.
## 8. Directory Structure
```
src/
├── main/
│ ├── java/net/mcreator/customoregen/
│ │ ├── block/ # Block definitions
│ │ ├── config/ # Configuration classes
│ │ ├── event/ # Event handlers
│ │ ├── init/ # Registration (Blocks, Items, Tabs)
│ │ ├── item/ # Item definitions
│ │ └── procedures/ # Game logic procedures
│ └── resources/ # Assets and data (textures, models, lang)
└── test/
└── java/net/mcreator/customoregen/ # Unit tests
```
+149 -31
View File
@@ -4,9 +4,9 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
## Project Overview ## Project Overview
Custom Ore Gem is a Minecraft Forge 1.20.1 mod (mod ID: `custom_ore_gen`) that modifies ore distribution and adds Diamond Shard-tier tools and armor. This is an **MCreator project** - code in `src/main/java` is partially regenerated on each build. Custom Ore Gem is a Minecraft **NeoForge** 1.21.1 mod (mod ID: `custom_ore_gen`) that modifies ore distribution and adds Diamond Shard-tier tools and armor. This is an **MCreator project** - code in `src/main/java` is partially regenerated on each build.
**Key**: This mod is designed to work with KubeJS and is not meant to be used standalone. **Note**: This mod replaces vanilla ore distribution with custom biome-based ore generation. For full functionality, it's recommended to use with KubeJS to remove vanilla ores (manual setup required).
## Build Commands ## Build Commands
@@ -22,6 +22,9 @@ Custom Ore Gem is a Minecraft Forge 1.20.1 mod (mod ID: `custom_ore_gen`) that m
# Clean build artifacts # Clean build artifacts
./gradlew clean ./gradlew clean
# Generate resources (data generation for assets/resources)
./gradlew runData
``` ```
The built JAR is named `custom_ore_gen-{version}.jar` and appears in `build/libs/`. The built JAR is named `custom_ore_gen-{version}.jar` and appears in `build/libs/`.
@@ -30,14 +33,19 @@ The built JAR is named `custom_ore_gen-{version}.jar` and appears in `build/libs
### MCreator Workflow ### MCreator Workflow
This project uses MCreator. Important files contain regeneration markers: This project uses MCreator. Files marked with `MCreator note: This file will be REGENERATED on each build.` at the top will be completely overwritten on each build. These include:
- `src/main/java/net/mcreator/customoregen/init/CustomOreGenModBlocks.java`
- `src/main/java/net/mcreator/customoregen/init/CustomOreGenModItems.java`
- `src/main/java/net/mcreator/customoregen/init/CustomOreGenModTabs.java`
**Protected User Code Blocks**: Only `CustomOreGenModItems.java` contains protected user code blocks:
```java ```java
// Start of user code block [name] // Start of user code block custom items
// End of user code block [name] // End of user code block custom items
``` ```
**Always preserve code between these markers** when editing. The file header notes which files are regenerated (e.g., `CustomOreGenModItems.java`). **Always preserve code between these markers** when editing. All custom items (Ore Biome Finder, Shard Diamond armor, Paxel) are registered in this section.
### Package Structure ### Package Structure
@@ -45,9 +53,11 @@ This project uses MCreator. Important files contain regeneration markers:
net.mcreator.customoregen/ net.mcreator.customoregen/
├── CustomOreGenMod.java # Main mod class, registers event bus ├── CustomOreGenMod.java # Main mod class, registers event bus
├── OresCommand.java # /ores command implementation ├── OresCommand.java # /ores command implementation
├── block/ # Ore block classes (16 blocks) ├── ShardDiamondArmorMaterial.java # Armor material class for Shard Diamond armor
├── block/ # Ore block classes (17 blocks)
├── item/ # Items (Diamond Shard, tools, armor, Paxel, OreBiomeFinder) ├── item/ # Items (Diamond Shard, tools, armor, Paxel, OreBiomeFinder)
├── config/ # Forge configuration system (ModConfigs.java) ├── config/ # NeoForge configuration system (ModConfigs.java)
├── event/ # Event handlers (OreBreakEventHandler, EnchantabilityFix)
├── procedures/ # Game logic (ConfigurableOreDropsProcedure, OreexperienceProcedure) ├── procedures/ # Game logic (ConfigurableOreDropsProcedure, OreexperienceProcedure)
└── init/ └── init/
├── CustomOreGenModBlocks.java # Block registry (deferred register) ├── CustomOreGenModBlocks.java # Block registry (deferred register)
@@ -57,7 +67,7 @@ net.mcreator.customoregen/
### Ore Generation System ### Ore Generation System
The mod uses Forge biome modifiers to distribute ores based on biome temperature tags. The architecture: The mod uses **NeoForge** biome modifiers to distribute ores based on biome temperature tags. The architecture:
1. **Biome Tags** (`src/main/resources/data/custom_ore_gen/tags/worldgen/biome/`): 1. **Biome Tags** (`src/main/resources/data/custom_ore_gen/tags/worldgen/biome/`):
- `cold_biomes.json` - Cold biomes (lapis, concentrated diamond) - `cold_biomes.json` - Cold biomes (lapis, concentrated diamond)
@@ -65,14 +75,24 @@ The mod uses Forge biome modifiers to distribute ores based on biome temperature
- `mountain_biomes.json` - Mountain biomes (high emerald) - `mountain_biomes.json` - Mountain biomes (high emerald)
- `rare_biomes.json` - Rare biomes (lower emerald) - `rare_biomes.json` - Rare biomes (lower emerald)
- `tempered_biomes.json` - Temperate biomes (iron, concentrated coal) - `tempered_biomes.json` - Temperate biomes (iron, concentrated coal)
- BOP biomes are included with `"required": false` for optional compatibility
2. **Biome Modifiers** (`src/main/resources/data/custom_ore_gen/forge/biome_modifier/`): 2. **Biome Modifiers** (`src/main/resources/data/custom_ore_gen/neoforge/biome_modifier/`):
- Each ore has a JSON file linking it to biome tags - Each ore has a JSON file linking it to biome tags
- Special case: `deepslatesharddiamondore_biome_modifier.json` uses `forge:any` for all biomes - Special case: `deepslatesharddiamondore_biome_modifier.json` uses `"type": "forge:any"` for all biomes
- **JSON Structure**:
```json
{
"type": "neoforge:add_features",
"biomes": "custom_ore_gen:cold_biomes", // or {"type": "forge:any"} for all biomes
"features": "custom_ore_gen:deepslatesharddiamondore",
"step": "underground_ores"
}
```
3. **Worldgen Features** (`src/main/resources/data/custom_ore_gen/worldgen/`): 3. **Worldgen Features** (`src/main/resources/data/custom_ore_gen/worldgen/`):
- `configured_feature/` - Defines ore vein size and height range - `configured_feature/` - Defines ore vein size and height range
- `placed_feature/` - Places the feature in the world - `placed_feature/` - Places the feature in the world with vertical anchors
### Diamond Shard Progression Tier ### Diamond Shard Progression Tier
@@ -87,29 +107,39 @@ Diamond Shards are an intermediate tier between Iron and Diamond:
Located in `src/main/java/net/mcreator/customoregen/config/`: Located in `src/main/java/net/mcreator/customoregen/config/`:
- `ModConfigs.java` - Forge configuration with 4 sections: `ore_generation`, `tool_stats`, `drops`, `features` - `ModConfigs.java` - NeoForge configuration with 4 nested config classes: `OreGenConfig`, `ToolStatsConfig`, `DropsConfig`, `FeatureToggleConfig`
- `ConfigHelper.java` - Utility class for accessing config values
- Generated config file: `config/custom_ore_gen-common.toml` (created on first run) - Generated config file: `config/custom_ore_gen-common.toml` (created on first run)
**Note**: As documented in `CONFIG_INTEGRATION_GUIDE.md`, the configuration system is partially implemented. Tool stats read from config, but ore drops require MCreator procedure integration to fully use config values. **Current Implementation Status**:
- **✅ Ore Drops**: Fully implemented via `OreBreakEventHandler.java` which listens to `BlockEvent.BreakEvent` and calls `ConfigurableOreDropsProcedure.execute()` for all custom ores
- **⚠️ Tool Stats**: Config classes exist in `ModConfigs.java`, but tools currently have hardcoded values (e.g., `SharddiamondpickaxeItem.java:18` has `return 200` for durability). Config reading not yet implemented.
- **⚠️ Feature Toggles**: Defined in `FeatureToggleConfig` but not yet wired to block/item registration conditional logic
- **⚠️ Ore Generation**: Config values exist but worldgen JSON files still use hardcoded values
- **⚠️ Enchantability**: `EnchantabilityFix.java` exists but is commented out - enchantment values not yet applied to items
### Ore Biome Finder ### Ore Biome Finder
The `OreBiomeFinderItem` (`item/OreBiomeFinderItem.java`) and `/ores` command (`OresCommand.java`) detect which mod tags apply to the current biome and list findable ores. This works by checking if the biome is in any of the custom biome tags. The `OreBiomeFinderItem` (`item/OreBiomeFinderItem.java`) and `/ores` command (`OresCommand.java`) detect which mod tags apply to the current biome and list findable ores.
**Implementation Details**:
- Uses `TagKey.create(Registries.BIOME, ResourceLocation.fromNamespaceAndPath("custom_ore_gen", "..."))` to define biome tags
- Checks `level.getBiome(pos()).is()` to test tag membership
- Displays biome ID, applicable tags, and ore list with height ranges
- Hardcoded ore lists by category (COLD_ORES, HOT_ORES, etc.) in `OreBiomeFinderItem.java`
## Adding a New Ore ## Adding a New Ore
To add a new ore type (requires MCreator for full integration): To add a new ore type (requires MCreator for full integration):
1. **Create the block** in MCreator 1. **Create the block** in MCreator with proper properties (sound type, harvest level, etc.)
2. **Add loot table** at `src/main/resources/data/custom_ore_gen/loot_tables/blocks/{orename}.json` 2. **Add loot table** at `src/main/resources/data/custom_ore_gen/loot_table/blocks/{orename}.json` (note: `loot_table` not `loot_tables`)
3. **Add configured_feature** JSON in `worldgen/configured_feature/` 3. **Add configured_feature** JSON in `src/main/resources/data/custom_ore_gen/worldgen/configured_feature/`
4. **Add placed_feature** JSON in `worldgen/placed_feature/` 4. **Add placed_feature** JSON in `src/main/resources/data/custom_ore_gen/worldgen/placed_feature/`
5. **Create biome_modifier** JSON linking to a biome tag (or create a new tag in `tags/worldgen/biome/`) 5. **Create biome_modifier** JSON in `src/main/resources/data/custom_ore_gen/neoforge/biome_modifier/` linking to a biome tag (or create a new tag in `tags/worldgen/biome/`)
6. **Register** in `CustomOreGenModBlocks.java` 6. **Add BOP entries** (optional) to appropriate biome tag JSON files with `"required": false` wrapper
7. **Update `OreBiomeFinderItem.java`** to add the new ore to the appropriate category list
## Biomes O' Plenty Integration 8. **Add ore type mapping** in `OreBreakEventHandler.java` if you want configurable drops via `ConfigurableOreDropsProcedure`
The mod includes BOP biome support through additional biome tags. When adding BOP biomes, add them to the appropriate category tag JSON files in `tags/worldgen/biome/`.
## User Code Sections ## User Code Sections
@@ -119,12 +149,58 @@ When editing MCreator-generated files, only modify code between:
// End of user code block [section_name] // End of user code block [section_name]
``` ```
For example, in `CustomOreGenModItems.java`: For example, in `CustomOreGenModItems.java` (lines 67-78):
```java ```java
// Start of user code block custom items // Start of user code block custom items
public static final Supplier<Item> ORE_BIOME_FINDER = REGISTRY.register("ore_biome_finder", () -> new OreBiomeFinderItem());
// ... armor, paxel registrations
// End of user code block custom items // End of user code block custom items
``` ```
**Important**: Custom items like the Ore Biome Finder, Shard Diamond armor, and Paxel are registered in this protected section and will survive MCreator rebuilds.
## Event Handlers
The mod uses NeoForge's event system for ore processing:
### OreBreakEventHandler
- Listens to `BlockEvent.BreakEvent` with `@SubscribeEvent`
- Maps custom ore blocks to ore type strings (`shard_diamond`, `concentrated_coal`, `pure_golden`, etc.)
- Calls `ConfigurableOreDropsProcedure.execute()` with ore type when player breaks ore with correct tool
- Supports 10 ore types: shard_diamond, concentrated_coal, pure_golden, impure_iron, concentrated_diamond, lapis, redstone, emerald, copper
### EnchantabilityFix
- Uses `ModifyDefaultComponentsEvent` to set enchantability values on tools and armor
- Currently **commented out** - enchantability not yet applied
- When active, should set `DataComponents.ENCHANTABLE` with value 9 (tools) or 14 (armor)
## Loot Table Format
NeoForge 1.21 uses `loot_table` (singular) instead of `loot_tables` (plural):
- Location: `src/main/resources/data/custom_ore_gen/loot_table/blocks/{orename}.json`
- Includes Silk Touch support via `match_tool` condition
- Uses `random_sequence` for loot table randomization
- Example structure in `deepslatesharddiamondore.json` shows Silk Touch → drop block, otherwise drops handled by `OreBreakEventHandler`
## Vanilla Ore Removal
The mod removes vanilla ores via NeoForge biome modifiers (NOT KubeJS anymore):
- `src/main/resources/data/custom_ore_gen/neoforge/biome_modifier/remove_vanilla_ores.json`
- Uses `neoforge:remove_features` type to remove vanilla ore generation
- This replaces the old KubeJS automatic script system from Forge 1.20.1
## Biomes O' Plenty Integration
The mod includes BOP biome support through biome tag entries. BOP biomes are wrapped with:
```json
{
"id": "biomesoplenty:biome_name",
"required": false
}
```
The `"required": false` flag ensures the game doesn't crash if BOP isn't installed. When adding new BOP biomes, add them to the appropriate category tag JSON files in `tags/worldgen/biome/`.
## Testing ## Testing
After making changes: After making changes:
@@ -132,9 +208,51 @@ After making changes:
2. Run `./gradlew runClient` to test in-game 2. Run `./gradlew runClient` to test in-game
3. Check logs in `run/logs/` for errors 3. Check logs in `run/logs/` for errors
## Version Info ## Enchantment Tags
- Minecraft: 1.20.1 The mod includes enchantment tags at `src/main/resources/data/minecraft/tags/item/enchantable/`:
- Forge: 47.3.0 - **armor.json** - Marks Shard Diamond armor pieces as enchantable
- Java: 17 - **durability.json** - Marks tools and armor for durability enchantments
- Current mod version: 2.0.8 (defined in `build.gradle`) - **mining.json** - Marks pickaxes, shovels, and paxel as mining tools
- **weapon.json** - Marks axes as weapons
These tags enable proper enchantment behavior for custom items in the enchanting table and anvil.
## Important Notes
### README Disclaimer
The `README.md` file contains outdated information referring to Forge 1.20.1. The current codebase uses **NeoForge 1.21.1**. Always trust `gradle.properties` and this file for accurate version information.
### Recipe Compatibility
The mod includes recipes for:
- **Mekanism**: Enriching recipes for concentrated ores and shard diamond
- **Create**: Crushing and milling recipes for ore processing
- **Sculk Catalyst**: Diamond shard to sculk catalyst conversion
### Version Information
- **Minecraft**: 1.21.1
- **NeoForge**: 21.1.219 (defined in `gradle.properties` as `neo_version`)
- **Java**: 21 (configured via Java toolchain in build.gradle)
- **Mod Version**: 3.0 (defined in `gradle.properties` as `mod_version`)
### Mod Registration Order
In `CustomOreGenMod` constructor, registration order is:
1. `CustomOreGenModBlocks.REGISTRY.register(modEventBus)` - Blocks must be registered first
2. `CustomOreGenModItems.REGISTRY.register(modEventBus)` - Items depend on blocks for BlockItems
3. `CustomOreGenModTabs.REGISTRY.register(modEventBus)` - Creative tabs depend on items
### Server Work Queue Pattern
The mod includes a server tick work queue (`CustomOreGenMod.java:52-69`) for deferring execution:
- `queueServerWork(int tick, Runnable action)` - Schedule work to run after N server ticks
- Only executes on server thread (`SidedThreadGroups.SERVER`)
- Processed during `ServerTickEvent.Post`
- Use this for operations that need to happen after a delay or during gameplay
### DeferredRegister Pattern
All registries use NeoForge's `DeferredRegister.create(Registries.X, CustomOreGenMod.MODID)` pattern. This is the modern NeoForge 1.21 registration method replacing the old Forge registry system.
### NeoForge 1.21 Tool Tier Implementation
When creating custom tool items (Tier), you must implement `getIncorrectBlocksForDrops()`:
- Returns `TagKey<Block>` or `null`
- If `null`, all blocks can be dropped (current implementation in `SharddiamondpickaxeItem.java:38-40`)
- This replaces the old Forge 1.20 `getTier()` and incorrect blocks logic
+98 -25
View File
@@ -1,54 +1,127 @@
plugins { plugins {
id 'java-library'
id 'eclipse' id 'eclipse'
id 'net.minecraftforge.gradle' version '[6.0.16,6.2)' id 'idea'
id 'maven-publish'
id 'net.neoforged.moddev' version '2.0.123'
} }
version = '2.2.0' tasks.named('wrapper', Wrapper).configure {
group = 'com.aulyrius.custom_ore_gen' distributionType = Wrapper.DistributionType.BIN
archivesBaseName = 'custom_ore_gen' }
java.toolchain.languageVersion = JavaLanguageVersion.of(17) version = mod_version
group = mod_group_id
minecraft { repositories {
mappings channel: 'official', version: '1.20.1' mavenLocal()
maven {
name = "Jared's maven"
url = "https://maven.blamejared.com/"
}
maven {
name = "ModMaven"
url = "https://modmaven.dev"
}
}
accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg') base {
archivesName = mod_id
}
copyIdeResources = true // NeoForge requires Java 21 - Gradle will automatically download it if needed
java {
toolchain {
languageVersion = JavaLanguageVersion.of(21)
}
}
neoForge {
version = project.neo_version
// Default run configurations.
runs { runs {
client { client {
def mcreatorJvmOptions = System.getenv('MCREATOR_JVM_OPTIONS') client()
if (mcreatorJvmOptions) { systemProperty 'neoforge.enabledGameTestNamespaces', project.mod_id
jvmArgs += mcreatorJvmOptions.split("\\s+").findAll { it.trim() }.toList()
}
} }
server { server {
server()
programArgument '--nogui'
systemProperty 'neoforge.enabledGameTestNamespaces', project.mod_id
}
gameTestServer {
type = 'gameTestServer'
systemProperty 'neoforge.enabledGameTestNamespaces', project.mod_id
}
data {
data()
programArguments.addAll '--mod', project.mod_id, '--all', '--output', file('src/generated/resources/').getAbsolutePath(), '--existing', file('src/main/resources/').getAbsolutePath()
} }
configureEach { configureEach {
workingDirectory project.file('run') systemProperty 'forge.logging.markers', 'REGISTRIES'
logLevel = org.slf4j.event.Level.DEBUG
}
}
property 'forge.logging.markers', 'REGISTRIES' mods {
property 'forge.logging.console.level', 'debug' "${mod_id}" {
sourceSet(sourceSets.main)
mods {
examplemod {
source sourceSets.main
}
}
} }
} }
} }
sourceSets.main.resources { srcDir 'src/generated/resources' }
configurations {
runtimeClasspath.extendsFrom localRuntime
}
dependencies { dependencies {
minecraft 'net.minecraftforge:forge:1.20.1-47.3.0' // KubeJS dependency - version will need to be updated for 1.21
// localRuntime "dev.latvian.mods:kubejs-neoforge:${kubejs_version}"
testImplementation 'org.junit.jupiter:junit-jupiter-api:5.8.2'
testRuntimeOnly 'org.junit.jupiter:junit-jupiter-engine:5.8.2'
testImplementation 'org.mockito:mockito-core:4.5.1'
testImplementation 'org.mockito:mockito-junit-jupiter:4.5.1'
}
tasks.withType(ProcessResources).configureEach {
var replaceProperties = [
minecraft_version : minecraft_version,
minecraft_version_range : minecraft_version_range,
neo_version : neo_version,
neo_version_range : neo_version_range,
loader_version_range : loader_version_range,
mod_id : mod_id,
mod_name : mod_name,
mod_license : mod_license,
mod_version : mod_version,
mod_authors : mod_authors,
mod_description : mod_description
]
inputs.properties replaceProperties
filesMatching(['META-INF/neoforge.mods.toml']) {
expand replaceProperties
}
} }
tasks.withType(JavaCompile).configureEach { tasks.withType(JavaCompile).configureEach {
options.encoding = 'UTF-8' // Use the UTF-8 charset for Java compilation options.encoding = 'UTF-8'
} }
apply from: 'mcreator.gradle' tasks.withType(Test).configureEach {
useJUnitPlatform()
}
idea {
module {
downloadSources = true
downloadJavadoc = true
}
}

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