Getting Started
This guide covers the core concepts you’ll need to build on top of Cobalt. The mod is built around a few key systems that work together.
Architecture overview
Cobalt (mod)
├── Modules → Toggleable features (AutoClicker, etc.)
├── Scripts → State-machine automation (Fishing, etc.)
├── Failsafes → Emergency reactions for scripts
├── Commands → Chat commands (prefix: .)
├── Events → Hook into Minecraft and mod lifecycle
├── Addons → External JAR extensions
├── UI → Config screens, HUD editor, themes
└── Utilities → Chat, inventory, rotation, rendering, etc.Mod entry point
Cobalt itself is a Fabric ClientModInitializer. Initialization order:
- Themes are loaded
- Addons are discovered and loaded
- Built-in modules are registered
- Built-in commands are registered
- Failsafe manager starts listening
- Key mappings are registered
Your addon’s onLoad() is called after themes are loaded but before modules and commands are registered, giving you a chance to register your own.
Next steps
Pick a topic from the sidebar based on what you want to add:
- Addon → a full extension packed as a JAR
- Module → a toggleable feature with settings
- Script → an automated state-machine task
- Command → a chat command with arguments
- Event → reacting to game events
- Utility → convenience APIs for common tasks
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