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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 (366 words) - 05:50, 6 December 2021
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- * [[Getting Started/1.17|Getting Started]] * [[Proper Mod Structuring/1.17|Proper Mod Structuring]]4 KB (501 words) - 13:58, 7 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 (234 words) - 05:49, 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 (366 words) - 05:50, 6 December 2021
- ...s#TIPPED_ARROW</code>. Like mob effects, potions need to be [[Registration/1.17|registered]]. [[Category:Game Effects/1.17|Category:Game Effects]]1 KB (232 words) - 05:51, 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) - 05:49, 6 December 2021
- ...ds items or blocks also contains a mini-resource pack for their blocks and items. [[Category:Models/1.17|Category:Models]]2 KB (384 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) - 05:50, 6 December 2021
- ...evelopers to write code to programmatically generate the [[Using Resources/1.17|assets and data]] files of mods. ...odels]], [[BlockState JSONs/1.17|blockstate JSONs]], [[Datageneration/I18n/1.17|language files]], etc.4 KB (589 words) - 05:49, 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 ==4 KB (601 words) - 05:50, 6 December 2021
- ...logic, such as comparing if two blocks are equal. Use their [[Registration/1.17|registry names]] instead.}} == Usage with Blocks and Items ==4 KB (670 words) - 05:50, 6 December 2021
- ...uires a <code><nowiki>SoundType</nowiki></code> argument, see the [[Sounds/1.17|sounds]] page for more details. Blocks must be [[Registration/1.17|registered]] to function.5 KB (862 words) - 05:50, 6 December 2021
- ...opted by Forge as well and was expanded in Minecraft 1.13 into [[datapacks/1.17|datapacks]]. '''Keys''' define what items the placeholders stand for. A key is defined by a placeholder character and5 KB (813 words) - 05:51, 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) - 05:49, 6 December 2021
- ...ents which are fired at different stages during the [[Stages of Modloading/1.17|modloading process]]. Most of these events are fired on both physical sides ...rom one logical side to another, you must '''always''' use [[SimpleChannel/1.17|network packets]]. It is incredibly tempting, when in a single player scena12 KB (1,878 words) - 05:51, 6 December 2021
- | Ore<br>Vanilla ore in 1.17 ...are not included in Forge or vanilla. Some of these tags have subtags, all items in the subtags are added to the base tag.7 KB (1,016 words) - 04:45, 13 April 2021
- ...happen to be a great way to uniquely identify objects (e.g. [[Registration/1.17|registries]]). 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. [[Category:Resources and Data/1.17|Category:Resources and Data]]5 KB (837 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
- ...f languages. Translation keys are also required for declaring the names of items, blocks, and entities in the game. [[Category:Translations/1.17|Category:Translations]]7 KB (1,047 words) - 05:49, 6 December 2021
- ...object through a "registry name" via a [[Using Resources#ResourceLocation/1.17|ResourceLocation]]. This "registry name" can be accessed with its respectiv ...re another, more slightly flexible way to register objects. These [[Events/1.17|events]] are fired synchronously after <code>FMLConstructModEvent</code> an30 KB (3,731 words) - 05:51, 6 December 2021