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SolLib
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SolLib

by Lyof429 · on CurseForge

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

Which build do you need?

This mod ships a separate file for every mod loader and every version of the game. Pick both, then download — the wrong build installs fine and then does nothing in the game.

Mod loader

Minecraft version

⬇ Download for 1.21.1 · Fabric⬇ Download for 1.20.1 · Fabric⬇ Download for 1.21.1 · NeoForge⬇ Download for 1.20.1 · Forge
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.

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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.

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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