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Issues using multi mod setup with eclipse #162
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This FML rework exposed a flaw in how NeoGradle handles multiple projects in general. The current workaround for this issue is to make sure that the Instead of adding it to // Sets up a dependency configuration called 'localRuntime'.
// This configuration should be used instead of 'runtimeOnly' to declare
// a dependency that will be present for runtime testing but that is
// "optional", meaning it will not be pulled by dependents of this mod.
configurations {
runtimeClasspath.extendsFrom localRuntime
}
dependencies {
compileOnly "net.neoforged.neoforge:neoforge:XXX"
localRuntime "net.neoforged.neoforge:neoforge:XXX"
} I haven't tested this but there is a good chance that it will solve the issue. |
That fixed it! Thank you so much! Should I leave this issue open till this is properly fixed or should I close it? |
Please leave it open for now, we're looking into the details behind this problem. |
Hey there,
I'm having some difficulties setting up my multi-mod workspace in 1.20.6. For some reason the neoforge jar dependency is added twice for each project causing a couple of issues inside eclipse but also when running the game giving the following error:
When viewing the projects 'Build Path', this dependency can be found twice:
My setup can be found here: https://github.com/CreativeMD/ForgeMods/tree/1.20.5
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