SolLib

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SolLib

By LyofOwner , Lyof429

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Lets mods shine by bringing a constellation of (mostly) data utilities.

QoL & Tweaks
API/Library
Mod Loaders
Forge
NeoForge
Fabric
Minecraft

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Available Platforms

Compatibility

Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
AGNYA License
Latest Version
sollib-neo-1.21.1-1.3.jar

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Identifiers

Platform IDs

CurseForge ID
Modrinth ID

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About

Description

Banner

This is a core library for Minecraft mods. Yes, we know, very original.

Believe it or not, copy-pasting a bunch of classes across every project is neither the most efficient nor the most stable idea.


Sol offers a whole constellation of common code for mod developpement.

Most of them orbit around data, multiloader and rendering helpers. A few key highlights being:

Easy config system.

Loaded as soon as you want it, easy to setup and accessible from other mods without the need for hard dependencies.

SolConfig config = MOD.createConfig("sollib/test", 1.0, builder -> builder
    .addObject("category", category -> category
        .comment("This is a comment")
        .add("hello", "world")
        .add("easyconfig", true)
    )
);

MOD.getLogger().info(config.get("category.hello", ""));
// world

Runtime data, controlled by code.

This lets you edit datapack files at runtime, potentially allowing to change recipes depending on config values, edit or disable compat recipes if their target mods are not loaded, automatically generate models for dynamically defined items, and much more.

SolRegistries.Data.RUNTIME.addJson(Identifier.of("minecraft", "recipe/dropper.json"), json -> {
    if (json == null) return null;
    if (!config.get("recipe.copper_dropper", false)) return null;

    json.getAsJsonObject("key")
            .getAsJsonObject("#")
            .addProperty("item", "minecraft:copper_ingot");
    return json;
});

Rendering helpers.

Centralized and loader agnostic. No need to make more mixins, either.

ResourceLocation TEXTURE = MOD.makeID("textures/models/sword_overlay.png");

SolClientRegistries.Render.ITEM.register(stack -> stack.is(Items.DIAMOND_SWORD) && stack.isEnchanted(),
        (stack, context, matrices, bufferSource, light, overlay) -> {
    matrices.scale(1.005f, 1.005f, 1.005f);
    matrices.translate(0, 0.995, 0.4975);
    matrices.mulPose(Axis.XP.rotationDegrees(180));

    MockItemRenderer.renderItem(matrices, bufferSource, light, TEXTURE);
});

Simplified registry.

That you can call in the common code, complete with all the syntax sugar you need: define models, burn time, stripping results and everything about a feature at the same time.

MOD.register(BlockHolder.class, "block_block", () -> new Block(BlockBehaviour.Properties.of()))
    .withItem(item -> item.withFuel(200)).dropsSelf()
    .withSlab().withStairs().withWall()
    .withFlammability(20, 5);

For the average user, making this page as flashy as we can won't really matter. It's only a library after all.

But if you are a developer and are curious about it, the best way to learn is to read the (wip) Wiki or join the Discord.

Banner

This is a core library for Minecraft mods. Yes, we know, very original.

Believe it or not, copy-pasting a bunch of classes across every project is neither the most efficient nor the most stable idea.


Sol offers a whole constellation of common code for mod developpement.

Most of them orbit around data, multiloader and rendering helpers. A few key highlights being:

Easy config system.

Loaded as soon as you want it, easy to setup and accessible from other mods without the need for hard dependencies.

SolConfig config = MOD.createConfig("sollib/test", 1.0, builder -> builder
    .addObject("category", category -> category
        .comment("This is a comment")
        .add("hello", "world")
        .add("easyconfig", true)
    )
);

MOD.getLogger().info(config.get("category.hello", ""));
// world

Runtime data, controlled by code.

This lets you edit datapack files at runtime, potentially allowing to change recipes depending on config values, edit or disable compat recipes if their target mods are not loaded, automatically generate models for dynamically defined items, and much more.

SolRegistries.Data.RUNTIME.addJson(Identifier.of("minecraft", "recipe/dropper.json"), json -> {
    if (json == null) return null;
    if (!config.get("recipe.copper_dropper", false)) return null;
    
    json.getAsJsonObject("key")
            .getAsJsonObject("#")
            .addProperty("item", "minecraft:copper_ingot");
    return json;
});

Rendering helpers.

Centralized and loader agnostic. No need to make more mixins, either.

ResourceLocation TEXTURE = MOD.makeID("textures/models/sword_overlay.png");

SolClientRegistries.Render.ITEM.register(stack -> stack.is(Items.DIAMOND_SWORD) && stack.isEnchanted(),
        (stack, context, matrices, bufferSource, light, overlay) -> {
    matrices.scale(1.005f, 1.005f, 1.005f);
    matrices.translate(0, 0.995, 0.4975);
    matrices.mulPose(Axis.XP.rotationDegrees(180));

    MockItemRenderer.renderItem(matrices, bufferSource, light, TEXTURE);
});

Simplified registry.

That you can call in the common code, complete with all the syntax sugar you need: define models, burn time, stripping results and everything about a feature at the same time.

MOD.register(BlockHolder.class, "block_block", () -> new Block(BlockBehaviour.Properties.of()))
    .withItem(item -> item.withFuel(200)).dropsSelf()
    .withSlab().withStairs().withWall()
    .withFlammability(20, 5);

For the average user, making this page as flashy as we can won't really matter. It's only a library after all.

But if you are a developer and are curious about it, the best way to learn is to read the (wip) Wiki or join the Discord.

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~180,000
Total Downloads
CurseForge
~110,000
Modrinth
~76,000
Last Updated
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Created
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Modrinth
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