Расскажи, в чём отличия этих двух версий проекта:

1:
# Forge Workspace Setup: Standalone 1.12.2

Basic setup for Forge-based mod development workspace. Essentially serves as ennobled version of last official setup provided by Forge itself (can be found [here](https://maven.minecraftforge.net/net/minecraftforge/forge/1.12.2-14.23.5.2855/forge-1.12.2-14.23.5.2855-mdk.zip)). Has a couple features that original setup does not:

## Building Features:

- Gradle wrapper 4.9 is used by default;
- Custom ForgeGradle 2.3 fork is used ([this one](https://github.com/juanmuscaria/ForgeGradle/tree/FG_2.3)). Though ForgeGradle 3.+ does partially support 1.12.2 projects already, it does not have `GradleStart` wrapper, which in 1.12.2 and below is relied upon for discovering coremods on the classpath. Without it coremods and tweakers are effectively unable to load in development environment, which is a critical issue for a lot of projects;
- Brought back `eclipse` folder with its embedded workspace shenanigans and integrated launch configurations;
- Enforced UTF-8 encoding for all files;
- Buildscript contains tasks for generating `dev` and `sources` artifacts for your mod, as well as ensures they will be generated alongside main jar when executing `gradlew build`;
- All data in `mcmod.info` file is filled when actually building a mod. This illustrates both how to inflate text files upon building and how to use `gradle.properties` file for declaring custom properties used by `build.gradle`;
- Illustration of how to add another mod to project dependencies, in a form of local file.

## Ennobled Example Mod:

- Creates basic logger for itself;
- Provides an example of registering custom `SimpleNetworkWrapper`, as well as an example packet sent from server to every player upon logging in. Shows a chat message to that player upon being received, just as demonstration that packet have performed its journey successfully;
- Has one method that interacts with Baubles - `BaublesHelper#hasEquipped`. Just to demonstrate that our example of local modfile dependency, which is Baubles modfile in this case, actually works;
- Mod version in the code (`ExampleMod.VERSION`) is defined as token string, which is replaced by actual project version when building;
- Has `CommonProxy`/`ClientProxy` thing, which also serves as an example of `IGuiHandler` implementation;
- Contains uncomplicated event handler with a couple event receivers;
- Illustrates how to create a config file using Forge's `Configuration`;
- Creates custom creative tab.


## Short Setup Guide:

If you ended up here, I assume you are already familiar with how to setup basic Forge workspace, so I won't be covering it all in great detail. Only the most important steps, just in case you forgot something:

1. Ensure you have JDK 8 installed (not just JRE), and `JAVA_HOME` environment variable is set in your system, pointing to that JDK;
2. Download this repository contents ([like this](https://github.com/Aizistral-Studios/ForgeWorkspaceSetup/archive/refs/heads/1.12.2-standalone.zip), for instance), create folder for your mod-specific workspace and unpack those contents into that folder;
3. Open up a command line in that folder, and execure `gradlew setupDecompWorkspace`. Once its done, run IDE-specific command to generate project for your IDE; either `gradlew eclipse` or `gradlew idea`;
4. In case you use Eclipse, don't forget that you need to open your workspace by choosing `eclipse` folder within your mod-specific folder as workspace location. In case you use Idea... I dunno, you know better what to do;
5. Use `gradlew build` whenever you need to build a `.jar` with your mod. It will end up being in `build/libs` directory within your mod-specific workspace folder.

**Important note on repository setup:** Setup on this repository contains `eclipse` and `.settings` folders, which are important for setting up an Eclipse project, but you generally shouldn't commit them when you set up a repository for actual mod. For that purpose, it is unrecommended to use this repository as actual template via GitHub; you should instead copy its contents manually, so that `.gitignore` takes effect and doesn't let you commit these alongside all other stuff. Alternatively, after creating a repository using this one as template you should make a commit that removes these folders. Once pushed - put them back, thanks to `.gitignore` they won't be recognized any longer.

2:
# Forge Workspace Setup: Grimmix 1.12.2

Basic setup for Forge-based mod development workspace, but for mod that depends on Grimoire. Besides all advantages of standalone 1.12.2 setup, which you can familiarize yourself with [here](https://github.com/Aizistral-Studios/ForgeWorkspaceSetup#readme), this setup includes:

## Building Features:

- **MixinGradle** plugin is added to buildscript. Mostly just takes care of handling refmap generation and embedding. Check out [its repository](https://github.com/SpongePowered/MixinGradle) to know more;
- **Grimoire Shenanigans** plugin is added to buildscript. Does some amount of heavy lifting for ya, like specifying proper compile-time and runtime dependencies. For more details - [pay that plugin's reporitory a personal visit](https://github.com/Aizistral-Studios/Grimoire-Shenanigans#readme);
- Custom refmap name specified in `gradle.properties`.

## Extended Example Mod:

- Includes simple implementation of grimmix controller;
- Uses `IConfigBuildingEvent` to generate its mixin configurations at runtime. Alongside demonstrates how wildcards can be used when specifying mixin classes, and how `@MIXIN_REFMAP@` token can be used, which is replaced with actual refmap name as specified in `gradle.properties` when building modfile;
- Contains an example of both core- and mod-targeting mixins;
- Uses `@AnnotationConfig` to create mod's config file.

## Short Setup Guide:

Same steps as for standalone version, which you can familirize yourself with [here](https://github.com/Aizistral-Studios/ForgeWorkspaceSetup/tree/1.12.2-standalone#short-setup-guide).