AnimatedBuilder Mod Setup: Init & Test Command
Alright, let's dive into setting up the foundational elements for the AnimatedBuilder mod! This article walks you through initializing the mod, creating a test command, and prepping for future expansions. We're aiming for a Fabric 1.21.8 mod inspired by Axiom, so buckle up!
Project Goal
The main goal here is to lay the groundwork for the AnimatedBuilder mod. Think of it as building a solid foundation before erecting a skyscraper. We'll focus on the essentials: client-side setup and a simple test command. This way, we ensure everything is running smoothly before adding more complex features. It's all about getting the basics right!
Tasks
Let's break down the tasks to make it super clear what we need to accomplish:
- Implement the Main Mod Entry Class: We'll use 
ModInitializerfrom Fabric. This is where the magic begins, acting as the entry point for our mod. - Register the Mod: We'll assign the correct mod ID and metadata. This ensures Minecraft recognizes our mod and its details.
 - Add Basic Logging: We'll include logging for mod startup. This helps us keep an eye on things and diagnose any issues early on. Think of it as adding a health monitor to your project.
 - Create a Simple Fabric Command: A test command, like 
/abtest, will be our playground. We’ll use it to trigger placeholder animations in the world for testing purposes. This is where we can see our code in action. Exciting, right? - Ensure Client-Side Functionality: The command should only work client-side. No server dependencies here! This keeps things simple and focused.
 - Prepare for Expansion: We'll set up the groundwork for tool registration, structure loader, GUI registration, and config loading hooks. This is all about future-proofing our mod.
 
Implementing ModInitializer
First up, let's implement the main mod entry class using ModInitializer. This is where our mod begins its life cycle. The ModInitializer interface provides a single method, onInitialize(), which is called when Minecraft loads the mod. Inside this method, we'll register our mod's essential components and set up the initial configurations. We will also add a simple logger to keep track of the mod's startup process, making debugging easier. By correctly implementing ModInitializer, we ensure that our mod is properly recognized and loaded by the Fabric mod loader, setting the stage for all the features we plan to add. Think of it as laying the cornerstone of a building; it needs to be solid and well-placed to support everything that comes after.
import net.fabricmc.api.ModInitializer;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
public class AnimatedBuilderMod implements ModInitializer {
    public static final String MOD_ID = "animatedbuilder";
    public static final Logger LOGGER = LoggerFactory.getLogger(MOD_ID);
    @Override
    public void onInitialize() {
        LOGGER.info("Initializing AnimatedBuilder mod");
        // Future setup will go here
    }
}
Registering the Mod
Registering the mod involves specifying the mod ID and metadata. The mod ID is a unique identifier that distinguishes our mod from others, preventing conflicts and ensuring that Minecraft can correctly load our mod. Metadata includes information such as the mod's name, version, author, and description, which are displayed in the mod list and other contexts. To register the mod, we typically use a fabric.mod.json file, which contains all the necessary metadata. This file is crucial for the Fabric mod loader to recognize and load our mod properly. A well-defined mod ID and metadata make our mod more professional and user-friendly, allowing players to easily identify and manage it within their Minecraft environment. It’s like giving our mod a proper introduction!
{
  "id": "animatedbuilder",
  "version": "${version}",
  "name": "AnimatedBuilder",
  "description": "A Fabric mod inspired by Axiom.",
  "authors": [
    "YourName"
  ],
  "contact": {
    "sources": "https://github.com/YourGitHub/AnimatedBuilder"
  },
  "license": "MIT",
  "entrypoints": {
    "main": [
      "com.example.animatedbuilder.AnimatedBuilderMod"
    ],
    "client": [
      "com.example.animatedbuilder.AnimatedBuilderModClient"
    ]
  },
  "mixins": [
    "animatedbuilder.mixins.json"
  ],
  "depends": {
    "fabricloader": ">=0.14.0",
    "fabric": "*",
    "minecraft": "1.21.8"
  }
}
Adding Basic Logging
Logging is essential for tracking the mod's startup process and diagnosing any issues that may arise. By adding basic logging, we can monitor the mod's behavior and quickly identify the source of problems. We use a logging library, such as SLF4J, to create log messages at different levels (e.g., INFO, WARN, ERROR). These messages provide valuable insights into the mod's internal operations and help us understand what's happening behind the scenes. Effective logging can significantly reduce the time and effort required to debug and maintain the mod, making it an indispensable tool for mod development. Think of logs as breadcrumbs that lead us back to the source of any issues.
import net.fabricmc.api.ModInitializer;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
public class AnimatedBuilderMod implements ModInitializer {
    public static final String MOD_ID = "animatedbuilder";
    public static final Logger LOGGER = LoggerFactory.getLogger(MOD_ID);
    @Override
    public void onInitialize() {
        LOGGER.info("Initializing AnimatedBuilder mod");
        // Future setup will go here
    }
}
Creating a Test Command
Creating a simple Fabric command, such as /abtest, allows us to trigger placeholder animations or actions within the game world for testing purposes. This command serves as a direct way to interact with our mod and verify that its components are functioning correctly. By registering the command on the client side, we ensure that it can be executed without requiring server-side dependencies. The command can perform various actions, such as placing a temporary block at the player's feet or displaying a debug message. This immediate feedback is invaluable for quickly iterating on our mod's features and ensuring they behave as expected. It’s like having a remote control for our mod!
import com.mojang.brigadier.CommandDispatcher;
import net.fabricmc.api.ClientModInitializer;
import net.fabricmc.fabric.api.client.command.v2.ClientCommandManager;
import net.fabricmc.fabric.api.client.command.v2.ClientCommandRegistrationCallback;
import net.minecraft.text.Text;
import static net.fabricmc.fabric.api.client.command.v2.ClientCommandManager.literal;
public class AnimatedBuilderModClient implements ClientModInitializer {
    @Override
    public void onInitializeClient() {
        ClientCommandRegistrationCallback.EVENT.register((dispatcher, registryAccess) -> {
            dispatcher.register(
                literal("abtest")
                .executes(context -> {
                    context.getSource().sendFeedback(Text.literal("AnimatedBuilder test command executed!"));
                    return 1;
                })
            );
        });
    }
}
Ensuring Client-Side Functionality
Ensuring that our test command functions only on the client-side is crucial for maintaining a clean separation of concerns. Client-side commands are executed locally on the player's computer, without requiring any interaction with the game server. This approach simplifies the development process and reduces the risk of introducing server-side issues. By registering the command using the Fabric API's client command registration, we ensure that it is only available to the client and does not impact the server's performance. This client-side focus is particularly important for mods that primarily affect the user interface or visual elements of the game, as it allows us to iterate quickly and efficiently without worrying about server-side stability. It's all about keeping things lean and mean on the server!
Preparing for Further Expansion
Preparing the foundation for further expansion involves setting up the necessary hooks and structures for future features. This includes planning for tool registration, structure loading, GUI registration, and config loading. By establishing a clear and organized codebase, we make it easier to add new features and functionalities as the mod evolves. This involves creating placeholder classes and interfaces, defining data structures, and implementing basic loading mechanisms. A well-structured foundation ensures that our mod remains maintainable and scalable, allowing us to efficiently develop and integrate new features without introducing unnecessary complexity. It's like building a modular system that can easily accommodate new components.
Acceptance Criteria
To make sure we're on the right track, here's what needs to be true:
- Project Builds and Launches: The AnimatedBuilder mod should be visible in the mod list when you launch the game. This confirms that the mod is correctly packaged and recognized by Minecraft.
 /abtestCommand Works: You should be able to run/abtestin singleplayer mode. It should log a message or trigger a placeholder action (like placing a temporary block at your feet). This verifies that the command is registered and functional.- Source Code is Organized: The source code should be structured in a way that allows for easy expansion with new features. This ensures that the project remains maintainable and scalable as we add more functionality.
 
By meeting these criteria, we'll have a solid foundation for building out the rest of the AnimatedBuilder mod. Let's get to it!