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  • #REDIRECT [[Resources]] [[Category:Resources and Data]]
    57 bytes (6 words) - 00:59, 19 May 2021
  • #REDIRECT [[Resources/1.18|Resources]] [[Category:Resources and Data/1.18|Category:Resources and Data]]
    105 bytes (11 words) - 07:46, 10 June 2022
  • #REDIRECT [[Resources/1.17|Resources]] [[Category:Resources and Data/1.17|Category:Resources and Data]]
    105 bytes (11 words) - 05:52, 6 December 2021
  • #REDIRECT [[Resources/1.16|Resources]] [[Category:Resources and Data/1.16|Category:Resources and Data]]
    105 bytes (11 words) - 04:19, 27 July 2021
  • ...cks. Any user can therefore modify all the recipes, loot tables, and other data of a mod just like with resource packs. ...lder “data”. This folder will be your datapack. Your mod can have multiple data domains, since you can add or modify already existing datapacks, like vanil
    1 KB (231 words) - 00:59, 8 February 2021
  • ...cks. Any user can therefore modify all the recipes, loot tables, and other data of a mod just like with resource packs. ...lder “data”. This folder will be your datapack. Your mod can have multiple data domains, since you can add or modify already existing datapacks, like vanil
    1 KB (231 words) - 07:44, 10 June 2022
  • ...cks. Any user can therefore modify all the recipes, loot tables, and other data of a mod just like with resource packs. ...lder “data”. This folder will be your datapack. Your mod can have multiple data domains, since you can add or modify already existing datapacks, like vanil
    1 KB (231 words) - 05:49, 6 December 2021
  • ...cks. Any user can therefore modify all the recipes, loot tables, and other data of a mod just like with resource packs. ...lder “data”. This folder will be your datapack. Your mod can have multiple data domains, since you can add or modify already existing datapacks, like vanil
    1 KB (231 words) - 04:14, 27 July 2021
  • ...o write code to programmatically generate the [[Using Resources|assets and data]] files of mods. ...generated by code without needing to manually type them out, saving effort and time.
    4 KB (586 words) - 18:20, 15 October 2021
  • ...te code to programmatically generate the [[Using Resources/1.16|assets and data]] files of mods. ...generated by code without needing to manually type them out, saving effort and time.
    4 KB (569 words) - 04:13, 27 July 2021
  • ...te code to programmatically generate the [[Using Resources/1.18|assets and data]] files of mods. ...generated by code without needing to manually type them out, saving effort and time.
    4 KB (589 words) - 07:44, 10 June 2022
  • ...te code to programmatically generate the [[Using Resources/1.17|assets and data]] files of mods. ...generated by code without needing to manually type them out, saving effort and time.
    4 KB (589 words) - 05:49, 6 December 2021
  • ...ode><nowiki>data</nowiki></code>. Resource packs control the former, while data packs control the latter. .... Mods actually define resource and data packs too, in their <code><nowiki>resources</nowiki></code> directories, but they are seen as subsets of the “Default
    6 KB (885 words) - 00:56, 8 February 2021
  • ...ode><nowiki>data</nowiki></code>. Resource packs control the former, while data packs control the latter. .... Mods actually define resource and data packs too, in their <code><nowiki>resources</nowiki></code> directories, but they are seen as subsets of the “Default
    6 KB (885 words) - 07:45, 10 June 2022
  • ...ode><nowiki>data</nowiki></code>. Resource packs control the former, while data packs control the latter. .... Mods actually define resource and data packs too, in their <code><nowiki>resources</nowiki></code> directories, but they are seen as subsets of the “Default
    6 KB (885 words) - 05:51, 6 December 2021
  • ...ode><nowiki>data</nowiki></code>. Resource packs control the former, while data packs control the latter. .... Mods actually define resource and data packs too, in their <code><nowiki>resources</nowiki></code> directories, but they are seen as subsets of the “Default
    6 KB (885 words) - 04:14, 27 July 2021
  • The model providers are a specific type of data generators for defining models. All model providers are a subclass of <code ...and items alike: cubes, single textures, doors, slabs, and even custom non-data-generated models as parent models.
    2 KB (304 words) - 07:44, 10 June 2022
  • The model providers are a specific type of data generators for defining models. All model providers are a subclass of <code ...and items alike: cubes, single textures, doors, slabs, and even custom non-data-generated models as parent models.
    2 KB (304 words) - 05:49, 6 December 2021
  • The model providers are a specific type of data generators for defining models. All model providers are a subclass of <code ...and items alike: cubes, single textures, doors, slabs, and even custom non-data-generated models as parent models.
    2 KB (304 words) - 04:13, 27 July 2021
  • The model providers are a specific type of data generators for defining models. All model providers are a subclass of <code ...and items alike: cubes, single textures, doors, slabs, and even custom non-data-generated models as parent models.
    2 KB (301 words) - 13:50, 12 January 2022
  • * collectively keep track of major changes and updates to Forge and Vanilla code; ...cles with in-depth explanations about a variety of Forge-related subjects; and
    4 KB (483 words) - 09:42, 28 March 2023
  • ...e of your mod without restarting game, allowing you to see changes quickly and tinker around with it more easily. ...covering how to swap resources so that you can change models and textures, and see it in-game quickly.
    4 KB (668 words) - 16:14, 6 October 2022
  • * collectively keep track of major changes and updates to Forge and Vanilla code; ...cles with in-depth explanations about a variety of Forge-related subjects; and
    4 KB (500 words) - 13:59, 7 December 2021
  • * collectively keep track of major changes and updates to Forge and Vanilla code; ...cles with in-depth explanations about a variety of Forge-related subjects; and
    4 KB (501 words) - 13:58, 7 December 2021
  • * collectively keep track of major changes and updates to Forge and Vanilla code; ...cles with in-depth explanations about a variety of Forge-related subjects; and
    4 KB (505 words) - 08:03, 10 June 2022
  • ...stem based on JSON files. Since then, it has been adopted by Forge as well and was expanded in Minecraft 1.13 into [[datapacks/1.18|datapacks]]. Forge will load all recipes found within the <code><nowiki>./resources/data/<modid>/recipes/</nowiki></code> folder of your mod. You can call these fil
    5 KB (813 words) - 07:45, 10 June 2022
  • ...stem based on JSON files. Since then, it has been adopted by Forge as well and was expanded in Minecraft 1.13 into [[datapacks/1.17|datapacks]]. Forge will load all recipes found within the <code><nowiki>./resources/data/<modid>/recipes/</nowiki></code> folder of your mod. You can call these fil
    5 KB (813 words) - 05:51, 6 December 2021
  • ...stem based on JSON files. Since then, it has been adopted by Forge as well and was expanded in Minecraft 1.13 into [[datapacks/1.16|datapacks]]. Forge will load all recipes found within the <code><nowiki>./resources/data/<modid>/recipes/</nowiki></code> folder of your mod. You can call these fil
    5 KB (813 words) - 04:14, 27 July 2021
  • ...zed sets of objects in the game, used for grouping related things together and providing fast membership checks. ...n <code><nowiki>/data/minecraft/tags/blocks/saplings.json</nowiki></code>, and Vanilla will merge everything into one tag at reload, if the <code><nowiki>
    5 KB (837 words) - 05:51, 6 December 2021
  • ...zed sets of objects in the game, used for grouping related things together and providing fast membership checks. ...n <code><nowiki>/data/minecraft/tags/blocks/saplings.json</nowiki></code>, and Vanilla will merge everything into one tag at reload, if the <code><nowiki>
    5 KB (839 words) - 04:15, 27 July 2021
  • ...stem based on JSON files. Since then, it has been adopted by Forge as well and was expanded in Minecraft 1.13 into [[datapacks]]. Forge will load all recipes found within the <code><nowiki>./resources/data/<modid>/recipes/</nowiki></code> folder of your mod. You can call these fil
    5 KB (808 words) - 00:59, 19 May 2021
  • ...Forge''' is a modding framework, designed to allow different mods to load and work together to be compatible. Through the years, there has been many chan ...the basic skeleton for starting a new mod. It contains the following files and folders:
    8 KB (1,236 words) - 19:27, 13 June 2022
  • ...Forge''' is a modding framework, designed to allow different mods to load and work together to be compatible. Through the years, there has been many chan ...the basic skeleton for starting a new mod. It contains the following files and folders:
    8 KB (1,229 words) - 07:44, 10 June 2022
  • ...Forge''' is a modding framework, designed to allow different mods to load and work together to be compatible. Through the years, there has been many chan ...the basic skeleton for starting a new mod. It contains the following files and folders:
    8 KB (1,229 words) - 05:50, 6 December 2021
  • ...Forge''' is a modding framework, designed to allow different mods to load and work together to be compatible. Through the years, there has been many chan ...the basic skeleton for starting a new mod. It contains the following files and folders:
    7 KB (1,169 words) - 04:14, 27 July 2021
  • ...zed sets of objects in the game, used for grouping related things together and providing fast membership checks. ...n <code><nowiki>/data/minecraft/tags/blocks/saplings.json</nowiki></code>, and Vanilla will merge everything into one tag at reload, if the <code><nowiki>
    29 KB (4,350 words) - 07:45, 10 June 2022
  • ...zed sets of objects in the game, used for grouping related things together and providing fast membership checks. ...n <code><nowiki>/data/minecraft/tags/blocks/saplings.json</nowiki></code>, and Vanilla will merge everything into one tag at reload, if the <code><nowiki>
    31 KB (4,603 words) - 22:18, 18 April 2023
  • ...ly defines each of its own objects through a "registry name" via a [[Using Resources#ResourceLocation|ResourceLocation]]. Registries themselves have a name and are registered to the Vanilla root registry or <code>RegistryManager</code>
    22 KB (2,933 words) - 17:06, 8 September 2022
  • ...essed with its respective getter and setter: <code>#getRegistryName</code> and <code>#setRegistryName</code>. You can only set the "registry name" of a gi ...through its <code>ResourceKey</code>: a concatenation of its registry's id and the object's registry name.}}
    28 KB (3,539 words) - 07:45, 10 June 2022
  • ...essed with its respective getter and setter: <code>#getRegistryName</code> and <code>#setRegistryName</code>. You can only set the "registry name" of a gi ...through its <code>RegistryKey</code>: a concatenation of its registry's id and the object's registry name.}}
    29 KB (3,610 words) - 15:06, 12 November 2021
  • ...essed with its respective getter and setter: <code>#getRegistryName</code> and <code>#setRegistryName</code>. You can only set the "registry name" of a gi ...through its <code>ResourceKey</code>: a concatenation of its registry's id and the object's registry name.}}
    30 KB (3,731 words) - 05:51, 6 December 2021