./assets/
- Universal assets for every other directory. Holds Logger configs, Desktop Icons, Error textures, and whatever else is needed at all times../basemod/
- The base extension that most of the ecosystem is based around. Has different modules for different tweaks and addons for the game../core/.../java/onedsix/api/
- Contains API endpoints for mods. Meant mostly for./core/.../java/onedsix/core/
- The base assets, graphics engine, and utilities for other mods../core/.../resources/
- The assets built into 1D6, free for use by everyone../desktop/
- The Desktop (Windows, Mac, Linux, SteamOS, etc.) client. Runs after./loader/
has, as it runs the files that the loader creates../examplemod/
- The Example Mod shown on the dev wiki. Will get updated over time when the mod api updates../launcher/
- The official launcher for 1D6. A simple Electron app that has an "instancer", mod downloader, news feed, etc../loader/
- The 1D6 Mod Loader. Uses Mixin + ByteBuddy, so if you're familiar with Minecraft modding you'll be right at home../server/
- The official 1D6 server software. Only the boot-up and CLI code lives the rest in./core/.../server/
TLDR; Android support is both nearly impossible, and out of scope for this project.
Originally, 1D6 was supposed to be cross-platform, between IOS, Android, and PC, but after the Mod Loader-Core Library split, that idea was thrown away.
Porting the entirety of 1D6's mod loader, engine, and launcher over to Android, while not impossible, it just way out of scope of this pet project.
Even the launcher and networking was a little over my head, but ive managed over the past few months.