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gradle.properties
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69 lines (69 loc) · 4.11 KB
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modName=VShade Loading Screen
# This is a case-sensitive string to identify your mod. Convention is to use lower case.
modId=vshadeloadingscreen
modGroup=com.basdxz.vshadeloadingscreen
# 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/
#
# Publishing settings
#
# The server to upload the artifacts to
repositoryURL=
# What name is the login information inside ~/.m2/settings.xml stored under
# (see https://gist.github.com/FalsePattern/82d93e3cfab01f671cc5f4a95931cfe3 for an example)
repositoryName=
# What the artifact should be called. These will be the "name" of the published package, suffixed with the minecraft version with a -mc prefix (groupid:artifactid-mcminecraftVersion:version:qualifier).
# For instance, the default values this example ships with would turn into com.myname:mymodid-mc1.7.10:version
# The version is determined automatically from the git version.
mavenGroupId=com.basdxz
mavenArtifactId=vshadeloadingscreen
# Will update your build.gradle automatically whenever an update is available
autoUpdateBuildScript=false
# Disable checking of buildscript updates.
skipBuildScriptUpdateCheck=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=basdxz
# Define a source file of your project with:
# public static final String VERSION = "GRADLETOKEN_VERSION";
# The string's content will be replaced with your mods 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=Tags.java
gradleTokenModId=GRADLETOKEN_MODID
gradleTokenModName=GRADLETOKEN_MODNAME
gradleTokenVersion=GRADLETOKEN_VERSION
gradleTokenGroupName=GRADLETOKEN_GROUPNAME
# 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=
# 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=true
# Enable this if one of the dependencies uses SpongeMixins.
hasMixinDeps=false
# Specify the location of your implementation of IMixinConfigPlugin. Leave it empty otherwise.
mixinPlugin=mixin.plugin.MixinPlugin
# Specify the package that contains all of your Mixins. You may only place Mixins in this package or the build will fail!
mixinsPackage=mixin.mixins
# Specify the core mod entry class if you use a core mod. This class must implement IFMLLoadingPlugin!
# This parameter is for legacy compatibility 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 'shadowCompile' for dependencies. They will be integrated in your jar. It is your
# responsibility check the licence and request permission for distribution, if required.
usesShadowedDependencies=true
# 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 =