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  1. Also, for users, #1 is further compounded if the dependency is independently maintained from the mod that is dependent on it. For example Elecore updated recently and deep resonance wasnt using the new version yet so when I updated elecore the pack would no longer work (thanks for the log messages reflecting on deep res not being compatible with that version of elecore, saved me some time) .

    • Deobfuscating Dependencies
    • Flat Directory Repositories
    • Cursemaven

    Mods (and libraries which use Minecraft code) are usually released as an SRG-obfuscated JAR, which prevents their direct use in development environments due to mismatch between SRG names from the mod/library and the MCP/mapped names in the development environment. These mods/libraries must be deobfuscated to the development environment's mappings f...

    There are occasions where it is needed to temporarily add a dependency on a JAR file that is not present in a Maven repository, such as to add a mod which adds some developer tools during runtime. Gradle allows declaring flat directory repositories, which use a local directory as a simplified repository. A flat directory repository is declared usin...

    A commonly used alternative is CurseMaven(credits to Wyn Price) which allows you to depend on any file uploaded to CurseForge. First add the CurseMaven Repository within the repositoriesblock: Then declare a dependency using the following format: 1. curse.maven: - : As an example, the dependency curse.maven:jei-23822...

  2. The mods that require the dependency will then go searching for it, and use it. If you don't have a dependency, the mod is like "oh shit I don't have the building/prop/info file/whatever, this won't work right", and you get the brown boxes if the mod doesn't find a model, or the mod just won't work at all, won't have the neccessary features, etc.

  3. dependencies {. <function> <descriptor>. } The function tells gradle when it should load the dependency. Use implementation to compile against the dependency and have the mod present when you run the game from your development environment. This is probably what you want most of the time.

  4. This is the pink (4) line from the image. This needs to match the "Version64" line from the meta of the pak our mod is dependent on. However if the game updates and there is a new version of this file then you want the latest "Version64" value. This is to guartentee it is loading the latest version of the asset your mod is dependent on.

  5. mods.toml is broken into three parts: the non-mod-specific properties, which are linked to the mod file; the mod properties, with a section for each mod; and the dependency configurations, with a section for each mod’s or mods’ dependencies.

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  7. Jar-in-Jar. (Redirected from Jar-in-Jar) Jar-in-Jar is a way to handle the dependencies of your mod. Sometimes these are libraries pulled from a central maven repository, sometimes these are libraries specially designed for Minecraft and sometimes these are completely other mods. Whatever the reason for using a library during the development of ...

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