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:ghost: This repository is deprecated as is Minecraft 1.13 by itself and no longer will be maintained.

To get updated version of carpet for 1.14 and above, check :arrow_forward: https://github.com/gnembon/fabric-carpet project, that uses fabric framework.

CarpetMod for Minecraft 1.13.2

The most comprehensive and convoluted mod for carpets evar. Built based on jarmod-buildsystem-2 by Earthcomputer using Forge Gradle system by Minecraft Forge team. See Earthcomputer's repo for details on the build system.

Gimme, gimme, I just wanna play

I installed it. Need help

tl;dr (to help us develop carpet mod)

Requirements

OR

First-time setup

Project layout + management

Once you have setup the project, you should see a file structure which looks something like this:

- src/main/java This is where all of the MINECRAFT classes go, i.e. classes which you may or may not have modified, but no classes you have added.
- src/main/resources Similar to src/main/java except for non-java files.
- main-java This is where all of the MOD classes go, i.e. the classes which you have added.
- main-resources Similar to main-java except for non-java files.

From outside Eclipse, the file structure looks a little different. However, you should avoid editing these files from outside your IDE of choice:

- src/main/java The MOD classes
- src/main/resources The MOD resources
- patches Patches your mod has made to the MINECRAFT classes, which can be pushed to public repositories
- projects/<modname>/src/main/java * The MINECRAFT classes
- projects/<modname>/src/main/resources * The MINECRAFT resources
- projects/clean/src/main/java * The unmodified MINECRAFT classes
- projects/clean/src/main/resources * The unmodified MINECRAFT resources
* = ignored by git

Settings you can change

Accessible in conf/settings.json. Beware that changes to this may significanly modify the carpetmod patches so only do it if you know what your are doing or you want to keep your own fork

A word of warning

1.13 modding is still in its infancy, and there are already known bugs that occur in the decompiled code which do not occur in vanilla. If you care about maintaining vanilla behaviour, then whenever making a change which may modify a certain vanilla class, make sure to weigh up the benefit of modifying said class against the risk that there might be a decompile bug in the class. This situation is constantly improving as 1.13 modding matures, but for now you can at least minimize the effect by distributing as few modified classes as possible.