Proper Mod Structuring

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Revision as of 15:41, 22 October 2020 by SciWhiz12 (talk | contribs) (SciWhiz12 moved page Proper Mod Structuring to Latest:Proper Mod Structuring: move to Latest namespace)

Structuring Your Mod

We’ll look at how to organize your mod into different files and what those files should do.

Packaging

Pick a unique package name. If you own a URL associated with your project, you can use it as your top level package. For example if you own “example.com”, you may use com.example as your top level package.

Important

If you do not own a domain, do not use it for your top level package. It is perfectly acceptable to start your package with anything, such as your name/nickname, or the name of the mod.

After the top level package (if you have one) you append a unique name for your mod, such as examplemod. In our case it will end up as com.example.examplemod.

The mods.toml file

This file defines the metadata of your mod. Its information may be viewed by users from the main screen of the game through the Mods button. A single info file can describe several mods.

The mods.toml file is formatted as TOML, the example mods.toml file in the MDK provides comments explaining the contents of the file. It should be stored as src/main/resources/META-INF/mods.toml. A basic mods.toml, describing one mod, may look like this:

# The name of the mod loader type to load - for regular FML @Mod mods it should be javafml
    modLoader="javafml"
    # A version range to match for said mod loader - for regular FML @Mod it will be the forge version
    # Forge for 1.15.2 is version 31
    loaderVersion="[31,)"
    # A URL to refer people to when problems occur with this mod
    issueTrackerURL="github.com/MinecraftForge/MinecraftForge/issues"
    # If the mods defined in this file should show as seperate resource packs
    showAsResourcePack=false
    [[mods]]
      modId="examplemod"
      version="1.0.0.0"
      displayName="Example Mod"
      updateJSONURL="minecraftforge.net/versions.json"
      displayURL="minecraftforge.net"
      logoFile="assets/examplemod/textures/logo.png"
      credits="I'd like to thank my mother and father."
      authors="Author"
      description='''
      Lets you craft dirt into diamonds. This is a traditional mod that has existed for eons. It is ancient. The holy Notch created it. Jeb rainbowfied it. Dinnerbone made it upside down. Etc.
      '''

      [[dependencies.examplemod]]
        modId="forge"
        mandatory=true
        versionRange="[31,)"
        ordering="NONE"
        side="BOTH"

      [[dependencies.examplemod]]
        modId="minecraft"
        mandatory=true
        versionRange="[1.15.2]"
        ordering="NONE"
        side="BOTH"

The default Gradle configuration replaces ${file.jarVersion} with the project version, but only within mods.toml, so you should use those instead of directly writing them out. Here is a table of attributes that may be given to a mod, where mandatory means there is no default and the absence of the property causes an error.

Property Type Default Description
modid string mandatory The modid this file is linked to.
version string mandatory The version of the mod. It should be just numbers seperated by dots, ideally conforming to Semantic Versioning.
license string mandatory The license that the mod is held under
displayName string mandatory The user-friendly name of this mod.
updateJSONURL string "" The URL to a version JSON.
displayURL string "" A link to the mod’s homepage.
logoFile string "" The filename of the mod’s logo. It must be placed in the root resource folder, not in a subfolder.
credits string "" A string that contains any acknowledgements you want to mention.
authors string "" The authors to this mod.
description string mandatory A description of this mod.
dependencies [list] [] A list of dependencies of this mod.

NOTE: All version ranges use the Maven Version Range Specification.

The Mod File

Generally, we’ll start with a file named after your mod, and put into your package. This is the entry point to your mod and will contain some special indicators marking it as such.

What is @Mod?

This is an annotation indicating to the Forge Mod Loader that the class is a Mod entry point. The @Mod annotation’s value should match a mod id in the src/main/resources/META-INF/mods.toml file.

Keeping Your Code Clean Using Sub-packages

Rather than clutter up a single class and package with everything, it is recommended you break your mod into subpackages.

A common subpackage strategy has packages for common and client code, which is code that can be run on server/client and client, respectively. Inside the common package would go things like Items, Blocks, and Tile Entities (which can each in turn be another subpackage). Things like GUIs and Renderers would go inside the client package.

Note

This package style is only a suggestion, though it is a commonly used style. Feel free to use your own packaging system.

By keeping your code in clean subpackages, you can grow your mod much more organically.

Class Naming Schemes

A common class naming scheme allows easier deciphering of what a class is, and also makes it easier for someone developing with your mod to find things.

For Example:

  • An Item called PowerRing would be in an item package, with a class name of PowerRingItem.
  • A Block called NotDirt would be in a block package, with a class name of NotDirtBlock.
  • Finally, a TileEntity for a block called SuperChewer would be in a tile or tileentity package, with a class name of SuperChewerTile.

Appending your class names with what kind of object they are makes it easier to figure out what a class is, or guess the class for an object.