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Team Mod

Team system mod for MITE 1.6.4 (FishModLoader ecosystem).

Build Prerequisites

  • JDK 17
  • Gradle wrapper (gradlew.bat)
  • FishModLoader jar
  • Local dependency jars in libs/

FishModLoader Resolution

build.gradle now resolves FML in this order:

  1. fml_jar_path in gradle.properties or -Pfml_jar_path=...
  2. Environment variable FML_JAR_PATH
  3. fml_home / FML_HOME candidates:
    • ${fml_home}/FishModLoader-v3.4.2.jar
    • ${fml_home}/src/installer/java/net/xiaoyu233/fmlinstaller/FishModLoader.jar
  4. Default workspace candidates:
    • ../../111MITE/FishModLoader-master/src/installer/java/net/xiaoyu233/fmlinstaller/FishModLoader.jar
    • ../../111MITE/FishModLoader-master/build/libs/FishModLoader-v3.4.2.jar

When no candidate exists, build fails with a clear error message.

Dependency Jars

  • RustedIronCore and ManyLib are resolved from:
  1. Explicit properties / env vars (rusted_iron_core_jar_path, many_lib_jar_path)
  2. libs/ via pattern match (RustedIronCore-*.jar, ManyLib-*.jar)

Keep only one matching jar per pattern in libs/, or provide explicit paths.

Commands

.\gradlew.bat compileJava
.\scripts\team_regression.ps1 -ProjectRoot .

Language Assets

Team mod language files live under the mod resource domain:

  • src/main/resources/assets/team/lang/en_US.lang
  • src/main/resources/assets/team/lang/zh_CN.lang

TeamMod registers the team resource domain at startup. TeamI18n also keeps an en_US fallback loader for server-side command text when Minecraft's vanilla StatCollector has not loaded mod-domain language files yet.

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