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- ...lemod:object</code>) can be reused in multiple registries, like blocks and items.}} ...create(new ResourceLocation("examplemod", "example_item"), ForgeRegistries.ITEMS);22 KB (2,933 words) - 17:06, 8 September 2022
- ...two registries represent the same object but in different forms (block and items).}}5 KB (659 words) - 22:12, 6 October 2022
- | Exising mod objects - such as items, blocks, tile entities - are removed or fundamental mechanics are modified.4 KB (674 words) - 05:51, 6 December 2021
- | Exising mod objects - such as items, blocks, tile entities - are removed or fundamental mechanics are modified.4 KB (674 words) - 13:49, 21 December 2020
- | Exising mod objects - such as items, blocks, tile entities - are removed or fundamental mechanics are modified.4 KB (674 words) - 07:45, 10 June 2022
- | Exising mod objects - such as items, blocks, tile entities - are removed or fundamental mechanics are modified.4 KB (674 words) - 03:59, 27 July 2021
- All locations and items covered in this page are relative to your <code><nowiki>./src/main/resource6 KB (885 words) - 00:56, 8 February 2021
- All locations and items covered in this page are relative to your <code><nowiki>./src/main/resource6 KB (885 words) - 05:51, 6 December 2021
- All locations and items covered in this page are relative to your <code><nowiki>./src/main/resource6 KB (885 words) - 07:45, 10 June 2022
- All locations and items covered in this page are relative to your <code><nowiki>./src/main/resource6 KB (885 words) - 04:14, 27 July 2021
- * For matching items in code, see the section above.5 KB (837 words) - 05:51, 6 December 2021
- * For matching items in code, see the section above.5 KB (839 words) - 04:15, 27 July 2021
- ...f languages. Translation keys are also required for declaring the names of items, blocks, and entities in the game.7 KB (1,045 words) - 16:16, 18 June 2022
- ...f languages. Translation keys are also required for declaring the names of items, blocks, and entities in the game.7 KB (1,047 words) - 05:49, 6 December 2021
- ...f languages. Translation keys are also required for declaring the names of items, blocks, and entities in the game.7 KB (1,047 words) - 07:43, 10 June 2022
- ...f langauges. Translation keys are also required for declaring the names of items, blocks, and entities in the game.7 KB (1,104 words) - 04:15, 27 July 2021
- ...have a key bound to them later. Several static registrable types (blocks, items, fluids, entitytypes, and gameevents) create intrusive holders of themselve9 KB (1,350 words) - 16:44, 13 August 2022
- ...create(new ResourceLocation("examplemod", "example_item"), ForgeRegistries.ITEMS); ...ect.create(ResourceLocation("examplemod", "example_item"), ForgeRegistries.ITEMS)28 KB (3,539 words) - 07:45, 10 June 2022
- ...Object.of(new ResourceLocation("examplemod:example_item"), ForgeRegistries.ITEMS); ...stryObject.of(ResourceLocation("examplemod:example_item"), ForgeRegistries.ITEMS)30 KB (3,731 words) - 05:51, 6 December 2021
- power or handling items. A capability provider, moreover, can decide to expose a capability only on '''inventory''' with a certain number of slots, from which items can be inserted and extracted. It is also possible,26 KB (3,707 words) - 05:49, 6 December 2021
- power or handling items. A capability provider, moreover, can decide to expose a capability only on '''inventory''' with a certain number of slots, from which items can be inserted and extracted. It is also possible,26 KB (3,797 words) - 07:43, 10 June 2022
- power or handling items. A capability provider, moreover, can decide to expose a capability only on '''inventory''' with a certain number of slots, from which items can be inserted and extracted. It is also possible,26 KB (3,835 words) - 16:08, 2 July 2023
- ...ehaviors, and so on. A one-sided mod by nature should not register blocks, items, … since they would need to be available on the other side, too.11 KB (1,809 words) - 04:15, 27 July 2021
- ...ehaviors, and so on. A one-sided mod by nature should not register blocks, items, … since they would need to be available on the other side, too.12 KB (1,878 words) - 05:51, 6 December 2021
- ...ehaviors, and so on. A one-sided mod by nature should not register blocks, items, … since they would need to be available on the other side, too.12 KB (1,878 words) - 07:45, 10 June 2022
- * An <code>Item</code> called <code>PowerRing</code> would be in the <code>items</code> package, with a class name of <code>PowerRingItem</code>.12 KB (1,961 words) - 04:14, 27 July 2021
- ...ehaviors, and so on. A one-sided mod by nature should not register blocks, items, … since they would need to be available on the other side, too.13 KB (2,071 words) - 19:43, 13 June 2022
- power or handling items. A capability provider, moreover, can decide to expose a capability only on '''inventory''' with a certain number of slots, from which items can be inserted and extracted. It is also possible,32 KB (4,585 words) - 04:13, 27 July 2021
- ...Object.of(new ResourceLocation("examplemod:example_item"), ForgeRegistries.ITEMS); ...stryObject.of(ResourceLocation("examplemod:example_item"), ForgeRegistries.ITEMS)29 KB (3,610 words) - 15:06, 12 November 2021