Collective 모드 정보
Collective is a shared library mod with common code for all of Serilum's mods.
It contains data and functions centralized in one place. Collective helps a great deal in maintaining all the Fabric, Forge and NeoForge mod loader versions.
Having access to the library's code environment, creates possibilities for current and future project features. The updating process is also made easier when there's an improvement for a function that is relevant to many others. For example this means having to update one project, instead of six. This saves time and makes me a little happier.
Features:
- Manages all config files and in-game menu of dependent mods. ¹
- Variables for increased compatibility with other projects.
- Lots of useful functions to prevent code duplication. ²
- An event to replace and resupply entities.
- Allows toggling the functionality of bundled mods. ³
- Contains the access transformers/wideners to use private fields. ⁴
- Networking code to send packets via the Common source set.
- Centralized backwards compatibility for major version changes.
- Optional async update checker for dependent mods that prints to the console.
- Collective manages the translation files for all dependent mods.
- The /collective config command to view and change the config of every dependent mod.
- And much more! ⁵
All available config options:
Show Spoiler
enableUpdateChecker default true Whether Collective should show a message in the console if a dependent mod has an update available. Update checks are optional and async.
transferItemsBetweenReplacedEntities default true When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.
loopsAmountUsedToGetAllEntityDrops default 100, min 1, max 500 The amount of times Collective loops through possible mob drops to get them all procedurally. Drops are only generated when a dependent mod uses them. Lowering this can increase world load time but decrease accuracy.
findABlockCheckAroundEntitiesDelayMs default 30000, min 0, max 3600000 The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.
enablePatronPets default true Enables pets for Patrons. Will be added in a future release.
downloadNonEnglishTranslations default true Whether Collective should attempt to download translations if the client language is set to something other than English. Uses files from https://github.com/Serilum/.translations, downloaded via https://translations.serilum.com/. Hosted via CloudFlare Pages.
pushTranslationResourcePack default false On a server, sends connecting players without Collective a resource pack so custom item names from server-side Serilum mods show up in their own language. Off by default; without it they see the server language instead (see serverLanguage).
requireTranslationResourcePack default true Marks the resource pack as required, so an accidental decline only kicks the player and asks again next join instead of being remembered for good. Turn off to make it optional.
serverLanguage default en_us The language Serilum mod text shows in for players without Collective who aren't sent the resource pack. Uses locale codes like en_us or de_de.
itemNameTranslationMode default auto How custom item names show for players without Collective when the resource pack is off. 'auto' copies the first player to join and remembers it; 'server' always uses the server language; 'client' uses each player's own language, but those without Collective then see raw keys.
configScreenGuiScale default 0, min 0, max 10 The GUI scale of the config screens of Serilum's mods, also set with the button next to the ? on those screens. 0 uses the game's own GUI scale.
updateMinecraftWindowTitleInDevMode default false Used in my local development flow. Has no effect in production, only when ran from an IDE with Collective installed.
The Collective config commands work for all of Serilum's dependent mods that use configs. Editing these requires cheat-access.
/collective - Shows the usage of commands. /collective config - Lists the mods with a config. /collective config <modid> - Shows all settings of a mod and their values. /collective config <modid> get <setting> - Shows a setting's value, description and default. /collective config <modid> set <setting> <value> - Changes a setting. /collective config <modid> reset <setting> - Resets a setting to its default. /collective config <modid> add <setting> <id> - Adds a block, item, entity or dimension to a list setting. /collective config <modid> remove <setting> <id> - Removes a block, item, entity or dimension from a list setting. /collective config <modid> reload - Reloads all manual changes to the mod's config file. /collective reset headcache - Resets the cached player head data, for example to update skins.
1 | Because I use the Multiloader template for all of my mods, there is no built-in config I can use from within the Common code. Collective contains a suite of config code that all dependent mods use. This adds an in-game config menu and generates files in '.minecraft/config/serilum/'. < Common's Config Code >
2 | Over the years, I've added lots of useful code to Collective. Being able to use these makes my life of updating dependent mods a lot easier: < Common's Functions >
3 | I've released bundles of my mods for easier downloading! Collective allows enabling/disabling the included mods via some neat code! < Fabric's Bundle Code >
4 | Access transformers/wideners are used to set and use fields Mojang has made private. Having these in Collective keeps everything organised: < Fabric's collective.accesswidener >
5 | See the full source code here: https://github.com/Serilum/Collective
You may freely use this mod in any modpack, as long as the download remains hosted within the CurseForge or Modrinth ecosystem.
Serilum.com contains an overview and more information on all mods available.
For issues, ideas, suggestions or anything else there is the Github repo. Thanks!
Collective 설치 방법
With Millida Launcher
Install Millida Launcher
The launcher is free: download it at millida.net/launcher and sign in with any nickname.
Click “Install” on this page
The launcher opens and installs the mod for Minecraft 1.16–26.3 on Fabric, Forge, NeoForge or Quilt automatically.
Launch the game
A profile with it appears in the launcher: click “Play”.
Manually
Install Fabric, Forge, NeoForge or Quilt
The loader must match the game version of the mod file, for example Minecraft 26.3. After installing it, a separate profile appears in your launcher.
Download the file for your version
In the version list above, pick the file collective-26.3.0-8.73.jar (1.3 MB) for your game version and loader.
Put it in the mods folder
The folder is inside .minecraft (Windows: %appdata%\.minecraft\mods). If it does not exist, create it.
Launch the loader profile
Open “Mods” in the main menu: Collective should be in the list.
On a server
A server on Fabric, Forge, NeoForge or Quilt
The mod only works on a server with the same loader and game version, for example 26.3.
File goes into the server’s mods folder
Stop the server, put the mod file into the mods folder and start the server again.
Use the “To server” button
On Millida Hosting, the button at the top of the page uploads the file to your server and restarts it for you.
버전
의존성 포함
| Minecraft | 로더 | 파일 | 날짜 | 작업 |
|---|---|---|---|---|
| 26.3 | Fabric, Forge, NeoForge, Quilt | 26.31.3 MB 12 | ||
| 26.1.2 | Fabric, Forge, NeoForge, Quilt | 26.1.21.3 MB 2 | ||
| 1.21.1 | Fabric, Forge, NeoForge, Quilt | 1.21.11.3 MB 20 | ||
| 1.20.1 | Fabric, Forge, NeoForge, Quilt | 1.20.1913 KB 5 | ||
| 26.3 | Fabric, Forge, NeoForge, Quilt | 26.31.3 MB 12 | ||
| 26.1.2 | Fabric, Forge, NeoForge, Quilt | 26.1.21.3 MB | ||
| 1.21.1 | Fabric, Forge, NeoForge, Quilt | 1.21.11.3 MB 12 | ||
| 1.20.1 | Fabric, Forge, NeoForge, Quilt | 1.20.1898 KB 9 |
FAQ
Which Minecraft versions does Collective work on?
There are files for 1.16–26.3, 17 versions in total. The newest is 26.3.
Is Collective for Forge or Fabric?
There are files for Fabric: 1.16–26.3, for Forge: 1.18–26.3, for NeoForge: 1.20–26.3 and for Quilt: 1.18–26.3.
Does Collective need other mods?
The author lists no required dependencies: the Fabric, Forge, NeoForge or Quilt loader is enough.
Does Collective work on a server?
Yes. Collective works both in singleplayer and on a server.
How do I download Collective?
With Millida Launcher: it installs Collective into a modpack by itself, for the right game version and loader. The launcher is free.
리뷰
Collective의 첫 평가를 남겨 보세요


