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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) - 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
  • ...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

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 d
    1 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 d
    1 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 d
    2 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|re
    1 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|r
    1 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) - 07:43, 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
  • ...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) - 04:14, 27 July 2021
  • ...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
  • 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
  • ...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) - 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
  • <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
  • '''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
  • '''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
  • <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
  • <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) - 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
  • align-items: center;
    741 bytes (76 words) - 05:50, 6 December 2021
  • == Usage with Blocks and Items ==
    4 KB (670 words) - 05:50, 6 December 2021
  • == Usage with Blocks and Items ==
    4 KB (670 words) - 07:44, 10 June 2022
  • == 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
  • 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
  • ...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) - 07:45, 10 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
  • ** 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) - 03:59, 27 July 2021
  • | 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
  • All locations and items covered in this page are relative to your <code><nowiki>./src/main/resource
    6 KB (885 words) - 00:56, 8 February 2021
  • All locations and items covered in this page are relative to your <code><nowiki>./src/main/resource
    6 KB (885 words) - 04:14, 27 July 2021
  • All locations and items covered in this page are relative to your <code><nowiki>./src/main/resource
    6 KB (885 words) - 05:51, 6 December 2021
  • All locations and items covered in this page are relative to your <code><nowiki>./src/main/resource
    6 KB (885 words) - 07:45, 10 June 2022
  • * 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 themselve
    9 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) - 07:45, 10 June 2022
  • ...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
  • * 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