Blueprint is a mod library developed for easily accessing code which is shared across most Team Abnormals mods. It comes with many useful features, such as a registry helper, data syncing, various data-driven modification systems, and the Endimator animation API.
Adding Blueprint to your mod is quite simple!
First off you need to add Blueprint as a dependency to access the library in code. To do so, add the following into your build.gradle
:
repositories {
maven {
url = "https://maven.jaackson.me"
}
}
dependencies {
implementation fg.deobf("com.teamabnormals:blueprint:<version>")
}
Replace <version>
with the desired version of Blueprint, including the desired version of Minecraft.
For example, 1.20.1-7.0.0
will give us blueprint-1.20.1-7.0.0.jar
.
Next, you need to add two properties to your runs in your build.gradle
:
property "mixin.env.remapRefMap", "true"
property "mixin.env.refMapRemappingFile", "${projectDir}/build/createSrgToMcp/output.srg"
Your runs in your build.gradle
are found under minecraft{runs{}}
.
Next you need to add it as a dependecy on Forge to make your mod require Blueprint when loading. In your mods.toml
, add the following block to the file:
[[dependencies.<modId>]]
modId = "blueprint"
mandatory = true
versionRange = "[<version>,)"
ordering = "BEFORE"
side = "BOTH"
Replace <version>
with the desired version of Blueprint.
For example, 7.0.0
will target version 7.0.0
of Blueprint.
The code block above for the mods.toml
is targeting the version selected and any versions beyond. If you want to target it differently, you may want to read up on the mods.toml
spec.