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Developer GuideGetting Started

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:

  1. Themes are loaded
  2. Addons are discovered and loaded
  3. Built-in modules are registered
  4. Built-in commands are registered
  5. Failsafe manager starts listening
  6. 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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