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BloodMagic/gradle.properties
T
Raven Szewczyk 581d497c9b Only use GTNH CT APIs when GTNH CraftTweaker is present (#46)
* Update buildscript&dependencies

* Only use GTNH CT APIs when GTNH CraftTweaker is present

* Clean up post-rfg migration

* Add warning to the log
2023-07-04 22:11:37 +01:00

69 lines
3.5 KiB
Properties

modName = Blood Magic: Alchemical Wizardry
# This is a case-sensitive string to identify your mod. Convention is to use lower case.
modId = AWWayofTime
modGroup = WayofTime.alchemicalWizardry
# WHY is there no version field?
# The build script relies on git to provide a version via tags. It is super easy and will enable you to always know the
# code base or your binary. Check out this tutorial: https://blog.mattclemente.com/2017/10/13/versioning-with-git-tags/
# Will update your build.gradle automatically whenever an update is available
autoUpdateBuildScript = false
minecraftVersion = 1.7.10
forgeVersion = 10.13.4.1614
# Select a username for testing your mod with breakpoints. You may leave this empty for a random user name each time you
# restart Minecraft in development. Choose this dependent on your mod:
# Do you need consistent player progressing (for example Thaumcraft)? -> Select a name
# Do you need to test how your custom blocks interacts with a player that is not the owner? -> leave name empty
developmentEnvironmentUserName = "Developer"
# Generate a class with String fields for the mod id, name, version and group name named with the fields below
generateGradleTokenClass =WayofTime.alchemicalWizardry.Tags
gradleTokenModId =
gradleTokenModName =
gradleTokenVersion = VERSION
gradleTokenGroupName =
# [DEPRECATED]
# Multiple source files can be defined here by providing a comma-seperated list: Class1.java,Class2.java,Class3.java
# public static final String VERSION = "GRADLETOKEN_VERSION";
# The string's content will be replaced with your mod's version when compiled. You should use this to specify your mod's
# version in @Mod([...], version = VERSION, [...])
# Leave these properties empty to skip individual token replacements
replaceGradleTokenInFile =
# In case your mod provides an API for other mods to implement you may declare its package here. Otherwise you can
# leave this property empty.
# Example value: apiPackage = api + modGroup = com.myname.mymodid -> com.myname.mymodid.api
apiPackage = api
# Specify the configuration file for Forge's access transformers here. I must be placed into /src/main/resources/META-INF/
# Example value: mymodid_at.cfg
accessTransformersFile =
# Provides setup for Mixins if enabled. If you don't know what mixins are: Keep it disabled!
usesMixins = false
# Specify the location of your implementation of IMixinConfigPlugin. Leave it empty otherwise.
mixinPlugin =
# Specify the package that contains all of your Mixins. You may only place Mixins in this package or the build will fail!
mixinsPackage =
# Specify the core mod entry class if you use a core mod. This class must implement IFMLLoadingPlugin!
# This parameter is for legacy compatability only
# Example value: coreModClass = asm.FMLPlugin + modGroup = com.myname.mymodid -> com.myname.mymodid.asm.FMLPlugin
coreModClass =
# If your project is only a consolidation of mixins or a core mod and does NOT contain a 'normal' mod ( = some class
# that is annotated with @Mod) you want this to be true. When in doubt: leave it on false!
containsMixinsAndOrCoreModOnly = false
# If enabled, you may use 'shadowImplementation' for dependencies. They will be integrated in your jar. It is your
# responsibility check the licence and request permission for distribution, if required.
usesShadowedDependencies = false
# Optional parameter to customize the produced artifacts. Use this to preserver artifact naming when migrating older
# projects. New projects should not use this parameter.
customArchiveBaseName = BloodMagic