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The structure of your mod is important in keeping your mod organized, for both your benefit and the benefit of anyone who wishses to make a feature for your mod. A disorganized mod structure may cause headaches when someone is trying to update it to a higher version, especially if they cannot modify the package structure, due to i.e. licensing.
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The structure of your mod is important in keeping your mod organized, for both your benefit and the benefit of anyone who wishes to make a feature or an
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add-on for your mod. A disorganized mod structure may cause headaches when someone is trying to update it to a higher version, especially if they cannot modify the package structure, due to i.e. licensing.
    
{{Tip|Note that this page is only a recommendation for your mod structure; you may structure your mod in any way you see fit.}}
 
{{Tip|Note that this page is only a recommendation for your mod structure; you may structure your mod in any way you see fit.}}
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The <code>@Mod</code> annotation indicates to the mod loader that this class is the entry point of your mod. Each <code>@Mod</code> annotation and their value should be paired with a mod id entry in your <code>mods.toml</code> file.
 
The <code>@Mod</code> annotation indicates to the mod loader that this class is the entry point of your mod. Each <code>@Mod</code> annotation and their value should be paired with a mod id entry in your <code>mods.toml</code> file.
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== [[Mods.toml file]] ==
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== mods.toml file ==
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The <code>mods.toml</code> file is read by the mod loader to determine what mods are packaged into your JAR file, and what information to display to the user in the Mods listing screen (accessible by pressing the "Mods" button on the main menu of the game).
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More information about the structure of this file and the possible configuration options available to you can be found on the [[Mods.toml file|dedicated page]].
    
[[Category:Getting Started]]
 
[[Category:Getting Started]]
 
[[Category:Beginner Topics]]
 
[[Category:Beginner Topics]]