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Actual behaviour:
JiJ'ed mods included inside mods included via modImplementation are not present when running the game, leading to crashes.
Expected behaviour:
Such JiJ'ed mods are picked up by fabric loader and loaded at runtime. They should not necessarily be available to compile against.
If the mods are included in the pom files, then strip those mods out of JiJ like we currently do, otherwise keep them in and recursively remap them. At least, there should be an option for this behaviour, as it's a frequent pain point for those who make add-on mods to other mods.
The text was updated successfully, but these errors were encountered:
i'd love for this to get implemented, is architectury#236 the same?
for example, sodium (neoforge, bad example ik) JiJs some fabric-api modules and also a custom services jar, so it will crash in-dev.
Already mentioned it on Discord, but might as well post it here.
I made this Gradle plugin, Explosion, since I especially need to access the JiJ at compile time for making some compat mod.
It does this by hacking Fabric Loader, essentially running it as if it was in prod to get the Jar.
Edit: also, it has a NeoForge extractor, though I'm not yet using it on my projects.
Actual behaviour:
JiJ'ed mods included inside mods included via
modImplementation
are not present when running the game, leading to crashes.Expected behaviour:
Such JiJ'ed mods are picked up by fabric loader and loaded at runtime. They should not necessarily be available to compile against.
If the mods are included in the pom files, then strip those mods out of JiJ like we currently do, otherwise keep them in and recursively remap them. At least, there should be an option for this behaviour, as it's a frequent pain point for those who make add-on mods to other mods.
The text was updated successfully, but these errors were encountered: