Rift (mod)

Rift is a lightweight modding API and loader for Minecraft: Java Edition. Rift's first snapshot was released on July 6, 2018. It has had development from 1.13 to 1.13.2 but since Fabric and other matters have come about, Rift has been abandoned or had large gaps of infrequent support by developers during 2019 & 2020. The most recent mods made for Rift was Watson and StaffDerpsMod on March 29th 2020 but most mods have been since ported to Fabric or remained on Rift.

Background/General Information
According to a changelog under the Rift 1.0.0 SNAPSHOT on July 6, 2018, it is stated that it works with Pre-Release 5 of 1.13 Minecraft Java Edition snapshot, making it the start of 1.13 modding support not only for snapshots but also in general at that point (as Forge wasn't available for 1.13 versions at that time and Forge isn't known for supporting snapshots although mods can support snapshots if a mod developer has made this possible, [reference: https://www.curseforge.com/minecraft/mc-mods/snaploader]), but Rift has since then been available for Release 1.13 and 1.13.2 on CurseForge through a 1.13.2 snapshot by Chocohead (known contributor for the Rift project around 1.13.2 support besides Runemoro's release of a 1.13.2 Rift on January 1, 2018 being 1.0.4-106 only available on Github) and via Github.

But the later versions of Rift releases after the Rift 1.0.0 snapshot and 1.13 snapshot period, since followed for Release 1.13 as of July 23, 2018 & 1.13.2 with assistance by Chocohead on December 2, 2018 and as later releases came about support for 1.13 slowed down on Curseforge and latter access to the modloader updates have since been only available via GitHub with releasing around September 3, 2018 version 1.0.4-72 to even so recent as January 1, 2019 with version 1.0.4-105 for 1.13, and 1.0.4-106 for 1.13.2.

After 1.13 releases were not appearing likely, continuation of the project has since been available to 1.13.2 with the assistance of Chocohead but Runemoro has released a 1.13.2 version on GitHub since January 1, 2019, that being version 1.0.4-106, but most will acknowledge Chocohead as the contributor of 1.13.2 due to the 1.13.2 Rift Snapshots for download on Curseforge from mods such as Aquarius and VoxelMap being the two noticeable releasing 1.13.2 Rift supported versions since December 2, 2018 exactly.

Due to lacking releases of Rift on Curseforge, certain mods like PGEG (Pretty Game Enhancing Gobblet) state they use Rift versions higher than 1.0.4-66 available on it's Curseforge mod page, a link to the GitHub page for Rift releases was available for a brief time on the same page PGEG is the source of on Curseforge but has since been removed as of an unknown date (same link on GitHub is the one as the source listed to the right 'source available').

Many mods that have been supported from Liteloader like VoxelMap to others commonly on Forge have been ported to Rift or even Fabric, making up a small minority of mods appearing available for the modloader throughout 2018 and 2019, with some still being ported to Rift, only infrequently compared to the likes of Forge for 1.12.2, or Fabric's much brief exist in 2018 and 2019 which more developers were jumping to from Forge for the 1.14 snapshot 18w49a and 18w50a as of acknowledged snapshots able to run Fabric in favour compared to Rift.

Rift's intentions as a modloader have been explained on the Curseforge page by Runemoro stating "The main object of Rift is to make a more modular and lightweight modding API for Minecraft Java Edition. Rift is not intended to compete with or replace Forge, but rather Rift and a set of optional community-made library mods is".

Rift has varying differences to Forge but similarities to Fabric Modloader for features players/users will notice. Rift has mods such as 'Rift Mod List' a mod that lists the mods for it compared to Forge having a 'Mod Options' button that users can use to view mods loaded, open the mods folder and access configs (which very few mods have configs for with Rift versions). Rift by default once installed allows users to view Rift mods in 2 ways, either by using the '/datapack list' command using the Minecraft command system, or viewing them with the Resource packs menu, but Rift mods aren't actually in the Resource packs folder however for this to happen, they must be in the Mods folder of the .minecraft instance the user has installed Rift to.

Known Installation Methods Of Rift
Rift has a variety of ways and launchers it can be installed to, 2 are currently well known due to the tutorials that currently exist, the two methods are the Minecraft launcher and MultiMC5. No true 'official' method exists for the Twitch launcher.

Minecraft Java Edition Launcher Rift Installation Instructions/Tutorial
Rift Minecraft Java Edition installation is accomplished similar to how a user may install Forge, Rift can be acquired from Curseforge or GitHub for the Modloader compared to Forge's centralised site as Rift isn't known for having one like Forge or Liteloader. Fabric however differs as it has a centralised wiki with download instructions for the modloader while the Fabric API and mods are located on Curseforge. >

Java 8 Requirement Before Installing Rift:

Like with any modloader like Forge or Fabric, Rift requires Java 8 or Java 9, but specifically Java 8 updates from around the June 2018 period are required to be installed before using Rift. This is recommended for both Rift 1.13 & 1.13.2 versions.

Once a user acquires Rift from their download source of choice, they are able to double click the Rift.jar like they would with Forge installing into the Minecraft Launcher. From there it will give the user a response/feedback window stating the user has successfully installed Rift into the launcher.

After they have accepted the message's response, they can go to their Launcher to find either a profile created automatically or they need to create one themselves via the Launch Options tab, following up the creation of Rift's new profile/versions it has installed already, the user will have to create a new profile themselves using the Launch Options and selecting a Rift version for that profile if an automatic one is not created for them. Rift can create its own profile upon installing, but just like Forge it can if a profile is already created for that version it will not bother to create a one itself and act like it's updating that profile instead, or the user is able to update it themselves with the Launch Options tab and a version selection. But Forge seems to be more following this logic compared to Rift when using later/another version past 66 from testing (not accurate enough testing to go on), but for the sake of varied results it's best to say it's inaccurate information until proven.The user may be required if Rift does not automatically create a profile, for them to create a Rift one themselves and use the Launch Options tab and selecting a Rift versions that the 'versions' folder of the .minecraft instance recognises to get a Rift setup working. After the user has a Rift setup completed with these considerations all they need is some mods in the mods folder to test. Like with Forge if the mods folder doesn't exist, it is best for the user to create one themselves in the .minecraft folder to put mods in. Unlike Forge however, Rift will not understand mods in multiple folders. Forge can notice say a list of mods in 1.7.10 or 1.12.2 folders the user has create to separate them and allow for compatibility and less conflicts between what Forge is supposed to recognise, but Rift can't understand mods in any folders inside another folder. For example if the directory is .minecraft/mods/1.12.2 Forge will only look for mods in the 1.12.2 folder. Rift cannot notice mods in the 1.13 or 1.13.2 folders, only the mods folder. Fabric works similar, from 18w49a to 1.15 it has never been possible to put mods in deeper folders and doesn't seem like it will include that feature in the future. [citation or accuracy]



Rift Mod Listings Methods (Datapack List Command and Rift Mod List):
Like before, the user can use the /datapack list command in their chat/command line to find what Rift mods or datapacks are installed. This feature is available with Rift by default similar to the Resource Packs Menu. It is unknown why this is but it is assumed somewhere in the code of Rift it is possible to see mods available in these two ways. This is a good idea if a user doesn't have the Rift Mod List mod installed and wants to find out what's loaded and what's not. Preferably content providing mods compared to menu, tweak or otherwise purpose Rift mods. The /datapack list command only notices Rift mods with content/assets however, so no Rift Mod List, VoxelMap or Roughly Enough Items/Almost Enough Items, but others like Half Logs adding log stairs and slab options, or Ender Compass adding a compass to find the end will be acknowledged among other 1.13 or 1.13.2 datapacks. It all depends on the version and Rift instance as to the mods that are compatible.

[[File:Rift Mod List.jpg|alt=Rift Mod List mods loaded screenshot|thumb| A 1.13 Rift instance, and the Rift Mod List mod used as evidence to state how many mods are loaded, as Rift by default doesn't have such a feature.
 * left]]

The Rift Mod List mod will allow, like mentioned before, to state the mods listed, but there is a odd occurrence with it however. When using Optifine '1.13.2' version E4 (as E5 results in crashes of unknown cause with Rift or Rift mods), Rift Modloader will not state how many mods are loaded and only the 'Minecraft 1.13' text will appear, once Optifine is removed however (the Optifine extraction where it's accessed in the mods folder instead of it's own profile) Rift Mod List is able to state how many mods are loaded without conflicts of Optifine.

Rift mods can be viewed from the Resource Packs Menu similar to how it is the /datapack list command. It is unknown why it is able to do this, but it is a known 'feature' of Rift by default with any 1.13 or 1.13.2 version of Rift (not known if possible with 1.13 snapshot version of Rift). All mods have are visible when using this menu to tell what is installed correctly compared to the /datapack list command focusing on datapacks or assets/content mods. Mod Creators/Developers can add images to their mods if they so wish but mods on their own in the Resource Packs Menu appear with the greyed out icon by default if one is not applied to it.



MultiMC Installation Tutorial
There is two ways to install Rift for MultiMC. You the zip file, or the add empty method.

Zip File Method: To install Rift into MultiMC using a zip file, download it from curseforge or the Rift GitHub and store it locally, then import the zip file to create a new instance. Add Empty Method: For the add empty method it requires a bit more to get setup. You'll want to refer to the Rift GitHub for this one (https://github.com/DimensionalDevelopment/Rift/wiki/Installing-Rift-in-a-MultiMC-instance)

To start this method create a new 1.13 or 1.13.2 instance, then select the 'edit instance' button. To forward the installation process select the 'add empty' button and inputs for a 'name' and 'uid' will appear. The 'name' should be 'Rift' while the 'uid' should be 'org.dimdev.rift'. Once that is setup you should select the 'edit' button and a text document will appear. Remove this information and add the example code into the text document and save. Once this is completed it is best to launch the instance to check if it was installed correctly.

OptiRift (Optifine Mod.jar Extraction + Rift Modloader Profiles) Tutorial
Optifine can be installed alongside Rift Modloader, but it depends if the user considers Rift Mod List (a separate mod that has a proper mod list compared to Rift's default features listed before) or not as one can tell from the description and image above of such results related to the two. Optifine's installation alongside Rift is done by downloading Optifine how you would normally. Then double clicking the downloaded Optifine.jar (Optifine E4 for 1.13.2 was used in this example) you have the options to 'Install', 'Extract' or others on a window. You want to select the 'Extract' button so Optifine turns to a mod.jar file. Once you have done this, you put the Optifine Mod.jar into the mods folder of your .minecraft instance (considering the Java Edition rather than other launchers for this explanation). Once you make sure the Rift mods are also in the /mods folder, not the /mods/1.13 folder. You can start up your game and check the Video Settings part of the Options menu of your Launcher and Optifine settings will be available, making it clear that Opitifne should be installed successfully.

Note: When it comes to 1.13.2 Rift versions (of the two known at the time of writing this, it is unknown if the same issues happen with later 1.13.2 snapshots of Rift), the 106 version was released later than the SNAPSHOT 1.13.2 version (SNAPSHOT made in Dec 2018, the 106 version in Jan 2019) so anybody that uses Shaders is best to use the 106 version on GitHub rather than the SNAPSHOT version so there is no graphic issues with Optifine and Rift and Shaders.