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- ...e a key component of most mods. While blocks make up the world around you, items are what let you change it. === Basic Items ===2 KB (314 words) - 13:57, 12 January 2022
- ...e a key component of most mods. While blocks make up the world around you, items are what let you change it. === Basic Items ===2 KB (366 words) - 04:14, 27 July 2021
- ...e a key component of most mods. While blocks make up the world around you, items are what let you change it. === Basic Items ===2 KB (366 words) - 05:50, 6 December 2021
- ...e a key component of most mods. While blocks make up the world around you, items are what let you change it. === Basic Items ===2 KB (316 words) - 07:45, 10 June 2022
Page text matches
- ...e a key component of most mods. While blocks make up the world around you, items are what let you change it. === Basic Items ===2 KB (316 words) - 07:45, 10 June 2022
- Tags can be generated by extending the <code>ItemTagsProvider</code> for Items or <code>BlockTagsProvider</code> for Blocks. For Custom Objects you would ...|title=Information|content=You can still use <code>TagsProvider</code> for Items and Blocks but you would need to implement a lot of stuff that is already d1 KB (234 words) - 05:49, 6 December 2021
- Tags can be generated by extending the <code>ItemTagsProvider</code> for Items or <code>BlockTagsProvider</code> for Blocks. For Custom Objects you would ...|title=Information|content=You can still use <code>TagsProvider</code> for Items and Blocks but you would need to implement a lot of stuff that is already d1 KB (233 words) - 07:44, 10 June 2022
- Tags can be generated by extending the <code>ItemTagsProvider</code> for Items or <code>BlockTagsProvider</code> for Blocks. For Custom Objects you would ...|title=Information|content=You can still use <code>TagsProvider</code> for Items and Blocks but you would need to implement a lot of stuff that is already d2 KB (234 words) - 04:13, 27 July 2021
- ...e a key component of most mods. While blocks make up the world around you, items are what let you change it. === Basic Items ===2 KB (314 words) - 13:57, 12 January 2022
- ...e a key component of most mods. While blocks make up the world around you, items are what let you change it. === Basic Items ===2 KB (366 words) - 04:14, 27 July 2021
- ...e a key component of most mods. While blocks make up the world around you, items are what let you change it. === Basic Items ===2 KB (366 words) - 05:50, 6 December 2021
- ...Items#SPLASH_POTION</code>, <code>Items#LINGERING_POTION</code>, and <code>Items#TIPPED_ARROW</code>. Like mob effects, potions need to be [[Registration|re1 KB (229 words) - 21:14, 2 August 2021
- ...Items#SPLASH_POTION</code>, <code>Items#LINGERING_POTION</code>, and <code>Items#TIPPED_ARROW</code>. Like effects, potions need to be [[Registration/1.16|r1 KB (233 words) - 04:14, 27 July 2021
- ...Items#SPLASH_POTION</code>, <code>Items#LINGERING_POTION</code>, and <code>Items#TIPPED_ARROW</code>. Like mob effects, potions need to be [[Registration/1.1 KB (232 words) - 05:51, 6 December 2021
- ...Items#SPLASH_POTION</code>, <code>Items#LINGERING_POTION</code>, and <code>Items#TIPPED_ARROW</code>. Like mob effects, potions need to be [[Registration/1.1 KB (232 words) - 07:45, 10 June 2022
- ...s of <code>PoseStack</code>s and <code>MultiBufferSource</code>s to render items. ...od should only have one instance of a BEWLR to render all of their dynamic items.}}2 KB (237 words) - 05:49, 6 December 2021
- ...s of <code>PoseStack</code>s and <code>MultiBufferSource</code>s to render items. ...od should only have one instance of a BEWLR to render all of their dynamic items.}}2 KB (237 words) - 07:43, 10 June 2022
- ...of <code>MatrixStack</code>s and <code>IRenderTypeBuffer</code>s to render items. [[Category:Items/1.16|Category:Items]]1 KB (225 words) - 04:14, 27 July 2021
- ...s of <code>PoseStack</code>s and <code>MultiBufferSource</code>s to render items. ...od should only have one instance of a BEWLR to render all of their dynamic items.}}2 KB (235 words) - 23:04, 30 July 2021
- ...ds items or blocks also contains a mini-resource pack for their blocks and items.2 KB (382 words) - 00:59, 19 May 2021
- Item properties are a way for the "properties" of items to be exposed to the model system. An example is the bow, where the most im == Adding Properties to Items ==4 KB (598 words) - 13:59, 12 January 2022
- Item properties are a way for the "properties" of items to be exposed to the model system. An example is the bow, where the most im == Adding Properties to Items ==4 KB (600 words) - 07:44, 10 June 2022
- ...ds items or blocks also contains a mini-resource pack for their blocks and items.2 KB (384 words) - 05:50, 6 December 2021
- ...ds items or blocks also contains a mini-resource pack for their blocks and items.2 KB (384 words) - 07:44, 10 June 2022
- ...ds items or blocks also contains a mini-resource pack for their blocks and items.2 KB (384 words) - 04:14, 27 July 2021
- Item properties are a way for the "properties" of items to be exposed to the model system. An example is the bow, where the most im == Adding Properties to Items ==4 KB (601 words) - 05:50, 6 December 2021
- Item properties are a way for the "properties" of items to be exposed to the model system. An example is the bow, where the most im == Adding Properties to Items ==3 KB (503 words) - 04:14, 27 July 2021
- ...>getMaxUses</code> || <code>Integer</code> || The durability of all items in this tier. ...cy</code> || <code>Float</code> || The efficiency multiplier of all items in this tier.3 KB (551 words) - 04:14, 27 July 2021
- ...ode>getUses</code> || <code>Integer</code> || The durability of all items in this tier. ...ed</code> || <code>Float</code> || The efficiency multiplier of all items in this tier.6 KB (981 words) - 05:50, 6 December 2021
- ...ode>getUses</code> || <code>Integer</code> || The durability of all items in this tier. ...ed</code> || <code>Float</code> || The efficiency multiplier of all items in this tier.6 KB (981 words) - 07:45, 10 June 2022
- align-items: center;440 bytes (39 words) - 16:46, 8 November 2020
- ...ode>getUses</code> || <code>Integer</code> || The durability of all items in this tier. ...ed</code> || <code>Float</code> || The efficiency multiplier of all items in this tier.6 KB (979 words) - 14:16, 1 August 2022
- <code>ModelProvider</code> provides methods to define models for blocks and items alike: cubes, single textures, doors, slabs, and even custom non-data-gener For items, use <code>ItemModelProvider</code> to define their models: override <code>2 KB (301 words) - 13:50, 12 January 2022
- '''Keys''' define what items the placeholders stand for. A key is defined by a placeholder character and ...o define multiple instances of the same item which means multiple of these items have to be in place for the crafting recipe to take place.5 KB (808 words) - 00:59, 19 May 2021
- <code>ModelProvider</code> provides methods to define models for blocks and items alike: cubes, single textures, doors, slabs, and even custom non-data-gener For items, use <code>ItemModelProvider</code> to define their models: override <code>2 KB (304 words) - 04:13, 27 July 2021
- <code>ModelProvider</code> provides methods to define models for blocks and items alike: cubes, single textures, doors, slabs, and even custom non-data-gener For items, use <code>ItemModelProvider</code> to define their models: override <code>2 KB (304 words) - 05:49, 6 December 2021
- <code>ModelProvider</code> provides methods to define models for blocks and items alike: cubes, single textures, doors, slabs, and even custom non-data-gener For items, use <code>ItemModelProvider</code> to define their models: override <code>2 KB (304 words) - 07:44, 10 June 2022
- '''Keys''' define what items the placeholders stand for. A key is defined by a placeholder character and ...o define multiple instances of the same item which means multiple of these items have to be in place for the crafting recipe to take place.5 KB (813 words) - 07:45, 10 June 2022
- '''Keys''' define what items the placeholders stand for. A key is defined by a placeholder character and ...o define multiple instances of the same item which means multiple of these items have to be in place for the crafting recipe to take place.5 KB (813 words) - 04:14, 27 July 2021
- '''Keys''' define what items the placeholders stand for. A key is defined by a placeholder character and ...o define multiple instances of the same item which means multiple of these items have to be in place for the crafting recipe to take place.5 KB (813 words) - 05:51, 6 December 2021
- <h3>Items</h3> * [[Making Items/1.16|Making Items]]4 KB (500 words) - 13:59, 7 December 2021
- <h3>Items</h3> * [[Making Items/1.17|Making Items]]4 KB (501 words) - 13:58, 7 December 2021
- align-items: center;625 bytes (64 words) - 17:32, 21 December 2020
- <h3>Items</h3> * [[Making Items/1.18|Making Items]]4 KB (505 words) - 08:03, 10 June 2022
- align-items: center;741 bytes (76 words) - 05:50, 6 December 2021
- align-items: center;741 bytes (76 words) - 07:45, 10 June 2022
- align-items: center;741 bytes (76 words) - 12:58, 24 December 2020
- align-items: center;741 bytes (76 words) - 03:58, 27 July 2021
- == Usage with Blocks and Items ==4 KB (670 words) - 07:44, 10 June 2022
- == Usage with Blocks and Items ==4 KB (670 words) - 05:50, 6 December 2021
- align-items: center;729 bytes (61 words) - 21:39, 14 February 2021
- == Usage with Blocks and Items ==4 KB (669 words) - 04:14, 27 July 2021
- == Usage with Blocks and Items ==5 KB (708 words) - 19:45, 13 June 2022
- <h3>Items</h3> * [[Making Items]]4 KB (483 words) - 09:42, 28 March 2023
- Many blocks and items in vanilla change their texture color depending on where they are, such as ...kItem</code> for the given block to be colored. <code>BlockItem</code> are items and need to colored with an <code>IItemColor</code>.3 KB (490 words) - 03:59, 27 July 2021
- <h3>Items</h3> [[Making_Items|Making Items]]<br>4 KB (581 words) - 17:12, 21 December 2020
- Many blocks and items in vanilla change their texture color depending on where they are, such as ...kItem</code> for the given block to be colored. <code>BlockItem</code> are items and need to colored with an <code>ItemColor</code>.4 KB (520 words) - 05:51, 6 December 2021
- Many blocks and items in vanilla change their texture color depending on where they are, such as ...kItem</code> for the given block to be colored. <code>BlockItem</code> are items and need to colored with an <code>ItemColor</code>.4 KB (520 words) - 07:46, 10 June 2022
- Many blocks and items in vanilla change their texture color depending on where they are, such as ...kItem</code> for the given block to be colored. <code>BlockItem</code> are items and need to colored with an <code>ItemColor</code>.4 KB (520 words) - 16:56, 17 November 2021
- Recipes are a core concept within the use of items. They allow you to transform some item into another through the use of craf ...recipe has been created. By default, this will return a list of container items.9 KB (1,423 words) - 20:07, 13 June 2022
- ...<code><nowiki>Block</nowiki></code> you are using, check for <code><nowiki>Items#AIR</nowiki></code>.}}5 KB (860 words) - 22:02, 30 July 2021
- ...<code><nowiki>Block</nowiki></code> you are using, check for <code><nowiki>Items#AIR</nowiki></code>.}}5 KB (862 words) - 05:50, 6 December 2021
- ...<code><nowiki>Block</nowiki></code> you are using, check for <code><nowiki>Items#AIR</nowiki></code>.}}5 KB (862 words) - 07:45, 10 June 2022
- ...<code><nowiki>Block</nowiki></code> you are using, check for <code><nowiki>Items#AIR</nowiki></code>.}}5 KB (865 words) - 04:14, 27 July 2021
- Recipes are a core concept within the use of items. They allow you to transform some item into another through the use of craf ...recipe has been created. By default, this will return a list of container items.10 KB (1,552 words) - 05:49, 6 December 2021
- Recipes are a core concept within the use of items. They allow you to transform some item into another through the use of craf ...recipe has been created. By default, this will return a list of container items.10 KB (1,552 words) - 07:44, 10 June 2022
- Custom Item animation allows items to have both 3rd person and 1st person animation. This is done by consuming [[Category:Items]]7 KB (806 words) - 10:46, 4 September 2022
- Recipes are a core concept within the use of items. They allow you to transform some item into another through the use of craf ...recipe has been created. By default, this will return a list of container items.9 KB (1,512 words) - 21:27, 25 September 2021
- * For matching items in code, see the section above. ==== Items ====31 KB (4,603 words) - 22:18, 18 April 2023
- ...are not included in Forge or vanilla. Some of these tags have subtags, all items in the subtags are added to the base tag. ! Vanilla items7 KB (1,016 words) - 04:45, 13 April 2021
- ...stry is open to registrations for any registrable objects, such as blocks, items, etc.4 KB (588 words) - 03:59, 27 July 2021
- ** Dumps all registered blocks, items, commands, etc.4 KB (586 words) - 18:20, 15 October 2021
- ** Dumps all registered blocks, items, commands, etc.4 KB (569 words) - 04:13, 27 July 2021
- ...stry is open to registrations for any registrable objects, such as blocks, items, etc.5 KB (662 words) - 17:29, 11 June 2022
- ...stry is open to registrations for any registrable objects, such as blocks, items, etc.5 KB (664 words) - 05:51, 6 December 2021
- ...stry is open to registrations for any registrable objects, such as blocks, items, etc.5 KB (664 words) - 07:45, 10 June 2022
- ** Dumps all registered blocks, items, commands, etc.4 KB (589 words) - 05:49, 6 December 2021
- ** Dumps all registered blocks, items, commands, etc.4 KB (589 words) - 07:44, 10 June 2022
- * For matching items in code, see the section above. ==== Items ====29 KB (4,350 words) - 07:45, 10 June 2022
- ...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) - 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) - 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) - 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) - 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
- 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
- * 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
- * An <code>Item</code> called <code>PowerRing</code> would be in the <code>items</code> package, with a class name of <code>PowerRingItem</code>.11 KB (1,763 words) - 16:55, 15 December 2020
- 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