Build: Set FMLModType depending on which ModLauncher version is used#104
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caoimhebyrne wants to merge 1 commit intomasterfrom
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Build: Set FMLModType depending on which ModLauncher version is used#104caoimhebyrne wants to merge 1 commit intomasterfrom
FMLModType depending on which ModLauncher version is used#104caoimhebyrne wants to merge 1 commit intomasterfrom
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This attribute was previously set to `LIBRARY` before 0696479 where it was removed for the following reason: > however since we require shading and relocation on ML9 anyway, we may as well just remove it outright. This is fine for production, but relocation does not apply in development environments. The type should be declared as `GAMELIBRARY` on >=ML9, and `LIBRARY` on <=ML8. Anything which uses UniversalCraft should also be on the `GAME` layer, and cannot be on any other layer (e.g. PLUGIN) as it will not be able to access UniversalCraft classes. If we want other libraries to be usable in development environments (Vigilance, Elementa), we'll have to ship separate artifacts of those for >=ML9 and <=ML8 with the `FMLModType` attribute set accordingly.
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This attribute was previously set to
LIBRARYbefore 0696479 where it was removed for the following reason:This is fine for production, but relocation does not apply in development environments. The type should be declared as
GAMELIBRARYon >=ML9, andLIBRARYon <=ML8.Anything which uses UniversalCraft should also be on the
GAMElayer, and cannot be on any other layer (e.g.PLUGIN) as it will not be able to access UniversalCraft classes. This includes our other libraries (UniversalCraft, Elementa). If we want those to also be usable in development environments, we'll have to ship separate artifacts of those for >=ML9 and <=ML8 with theFMLModTypeattribute set accordingly 😢.This PR might be a change that needs some more discussion, and we might want to hold off on it until we decide what to do with our other libraries (although, it probably makes sense to do either way).
Related to: #70, #73.