modName = AE2 Unofficial Extended Life # This is a case-sensitive string to identify your mod. Convention is to use lower case. modId = appliedenergistics2 modGroup = appeng # Version of your mod. # This field can be left empty if you want your mod's version to be determined by the latest git tag instead. modVersion = # AE2 Specific Version Settings aeversion=rv6 aechannel=stable aebuild=7 # Whether to use the old jar naming structure (modid-mcversion-version) instead of the new version (modid-version) includeMCVersionJar = false # The name of your jar when you produce builds, not including any versioning info modArchivesBaseName = ae2-uel # Will update your build.gradle automatically whenever an update is available autoUpdateBuildScript = false minecraftVersion = 1.12.2 # Select a username for testing your mod with breakpoints. You may leave this empty for a random username 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 # Alternatively this can be set with the 'DEV_USERNAME' environment variable. developmentEnvironmentUserName = Developer # Enables using modern java syntax (up to version 17) via Jabel, while still targeting JVM 8. # See https://github.com/bsideup/jabel for details on how this works. # Using this requires that you use a Java 17 JDK for development. enableModernJavaSyntax = true # Generate a class with String fields for the mod id, name and version named with the fields below generateGradleTokenClass = appeng.Tags gradleTokenModId = MODID gradleTokenModName = MODNAME gradleTokenVersion = VERSION # 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 # If you want to keep your API code in src/api instead of src/main useSrcApiPath = true # Specify the configuration file for Forge's access transformers here. It must be placed into /src/main/resources/ # There can be multiple files in a comma-separated list. # Example value: mymodid_at.cfg,jei_at.cfg accessTransformersFile = appliedenergistics2_at.cfg # Provides setup for Mixins if enabled. If you don't know what mixins are: Keep it disabled! usesMixins = false # Specify the package that contains all of your Mixins. You may only place Mixins in this package or the build will fail! mixinsPackage = # Automatically generates a mixin config json if enabled, with the name mixins.modid.json generateMixinConfig = false # Specify the core mod entry class if you use a core mod. This class must implement IFMLLoadingPlugin! # Example value: coreModClass = asm.FMLPlugin + modGroup = com.myname.mymodid -> com.myname.mymodid.asm.FMLPlugin coreModClass = core.AE2ELCore # If your project is only a consolidation of mixins or a core mod and does NOT contain a 'normal' mod (meaning that # there is no class annotated with @Mod) you want this to be true. When in doubt: leave it on false! containsMixinsAndOrCoreModOnly = false # Enables Mixins even if this mod doesn't use them, useful if one of the dependencies uses mixins. forceEnableMixins = false # Outputs pre-transformed and post-transformed loaded classes to run/CLASSLOADER_TEMP. Can be used in combination with # diff to see exactly what your ASM or Mixins are changing in the target file. # Optionally can be specified with the 'CORE_MOD_DEBUG' env var. Will output a lot of files! enableCoreModDebug = false # Adds CurseMaven, Modrinth Maven, BlameJared maven, and some more well-known 1.12.2 repositories includeWellKnownRepositories = true # Adds JEI and TheOneProbe to your development environment. Adds them as 'implementation', meaning they will # be available at compiletime and runtime for your mod (in-game and in-code). # Overrides the above setting to be always true, as these repositories are needed to fetch the mods includeCommonDevEnvMods = true # 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 = false # If disabled, won't remove unused classes from shaded dependencies. Some libraries use reflection to access # their own classes, making the minimization unreliable. minimizeShadowedDependencies = true # If disabled, won't rename the shadowed classes. relocateShadowedDependencies = true # Separate run directories into "run/client" for runClient task, and "run/server" for runServer task. # Useful for debugging a server and client simultaneously. If not enabled, it will be in the standard location "run/" separateRunDirectories = false # The display name format of versions published to Curse and Modrinth. $MOD_NAME and $VERSION are available variables. # Default: $MOD_NAME \u2212 $VERSION. \u2212 is the minus character which looks much better than the hyphen minus on Curse. versionDisplayFormat = $MOD_NAME \u2212 $VERSION # Publishing to modrinth requires you to set the MODRINTH_API_KEY environment variable to your current modrinth API token. # The project's ID on Modrinth. Can be either the slug or the ID. # Leave this empty if you don't want to publish on Modrinth. # Alternatively this can be set with the 'MODRINTH_PROJECT_ID' environment variable. modrinthProjectId = # The project's relations on Modrinth. You can use this to refer to other projects on Modrinth. # Syntax: scope1-type1:name1;scope2-type2:name2;... # Where scope can be one of [required, optional, incompatible, embedded], # type can be one of [project, version], # and the name is the Modrinth project or version slug/id of the other mod. # Example: required-project:jei;optional-project:top;incompatible-project:gregtech modrinthRelations = # Publishing to CurseForge requires you to set the CURSEFORGE_API_KEY environment variable to one of your CurseForge API tokens. # The project's numeric ID on CurseForge. You can find this in the About Project box. # Leave this empty if you don't want to publish on CurseForge. # Alternatively this can be set with the 'CURSEFORGE_PROJECT_ID' environment variable. curseForgeProjectId = # The project's relations on CurseForge. You can use this to refer to other projects on CurseForge. # Syntax: type1:name1;type2:name2;... # Where type can be one of [requiredDependency, embeddedLibrary, optionalDependency, tool, incompatible], # and the name is the CurseForge project slug of the other mod. # Example: requiredDependency:railcraft;embeddedLibrary:cofhlib;incompatible:buildcraft curseForgeRelations = # This project's release type on CurseForge and/or Modrinth # Alternatively this can be set with the 'RELEASE_TYPE' environment variable. # Allowed types: release, beta, alpha releaseType = release # Generate a default changelog for releases. Requires git to be installed, as it uses it to generate a changelog of # commits since the last tagged release. generateDefaultChangelog = false # Prevent the source code from being published noPublishedSources = false # Publish to a custom maven location. Follows a few rules: # Group ID can be set with the 'ARTIFACT_GROUP_ID' environment variable, default to 'project.group' # Artifact ID can be set with the 'ARTIFACT_ID' environment variable, default to 'project.name' # Version can be set with the 'RELEASE_VERSION' environment variable, default to 'modVersion' # For maven credentials: # Username is set with the 'MAVEN_USER' environment variable, default to "NONE" # Password is set with the 'MAVEN_PASSWORD' environment variable, default to "NONE" customMavenPublishUrl = https://maven.gtceu.com # The group for maven artifacts. Defaults to the 'project.modGroup' until the last '.' (if any). # So 'mymod' becomes 'mymod' and 'com.myname.mymodid' 'becomes com.myname' mavenArtifactGroup = # Enable spotless checks # Enforces code formatting on your source code # By default this will use the files found here: https://github.com/GregTechCEu/Buildscripts/tree/master/spotless # to format your code. However, you can create your own version of these files and place them in your project's # root directory to apply your own formatting options instead. enableSpotless = false # Enable JUnit testing platform used for testing your code. # Uses JUnit 5. See guide and documentation here: https://junit.org/junit5/docs/current/user-guide/ enableJUnit = true # Deployment debug setting # Uncomment this to test deployments to CurseForge and Modrinth # Alternatively, you can set the 'DEPLOYMENT_DEBUG' environment variable. deploymentDebug = false # Gradle Settings # Effectively applies the '--stacktrace' flag by default org.gradle.logging.stacktrace = all # Sets default memory used for gradle commands. Can be overridden by user or command line properties. # This is required to provide enough memory for the Minecraft decompilation process. org.gradle.jvmargs = -Xmx3G