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  • ...want to add some blocks. This page will guide you through the creation of blocks, and some of the things you can do with them. === Basic Blocks ===
    5 KB (865 words) - 04:14, 27 July 2021
  • #REDIRECT [[Block Interaction/1.16|Block Interaction]] [[Category:Blocks/1.16|Category:Blocks]]
    97 bytes (9 words) - 04:18, 27 July 2021

Page text matches

  • #REDIRECT [[BlockStates/1.16|BlockStates]] [[Category:Blocks/1.16|Category:Blocks]]
    85 bytes (7 words) - 04:19, 27 July 2021
  • #REDIRECT [[Block Interaction/1.16|Block Interaction]] [[Category:Blocks/1.16|Category:Blocks]]
    97 bytes (9 words) - 04:18, 27 July 2021
  • * [[Getting Started/1.16|Getting Started]] * [[Proper Mod Structuring/1.16|Proper Mod Structuring]]
    4 KB (500 words) - 13:59, 7 December 2021
  • ...de>ItemTagsProvider</code> for Items or <code>BlockTagsProvider</code> for Blocks. For Custom Objects you would need to expand <code>TagsProvider</code> and ...ormation|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 done in <cod
    2 KB (234 words) - 04:13, 27 July 2021
  • ...want to add some blocks. This page will guide you through the creation of blocks, and some of the things you can do with them. === Basic Blocks ===
    5 KB (865 words) - 04:14, 27 July 2021
  • Along with blocks, items are a key component of most mods. While blocks make up the world around you, items are what let you change it. Items must be [[Registration/1.16|registered]] to function.
    2 KB (366 words) - 04:14, 27 July 2021
  • ...evelopers to write code to programmatically generate the [[Using Resources/1.16|assets and data]] files of mods. ...odels]], [[BlockState JSONs/1.16|blockstate JSONs]], [[Datageneration/I18n/1.16|language files]], etc.
    4 KB (569 words) - 04:13, 27 July 2021
  • ...mod that adds items or blocks also contains a mini-resource pack for their blocks and items. [[Category:Models/1.16|Category:Models]]
    2 KB (384 words) - 04:14, 27 July 2021
  • ...logic, such as comparing if two blocks are equal. Use their [[Registration/1.16|registry names]] instead.}} == Usage with Blocks and Items ==
    4 KB (669 words) - 04:14, 27 July 2021
  • ...n Minecraft, the [[https://en.wikipedia.org/wiki/UV mapping UV coordinates/1.16|https://en.wikipedia.org/wiki/UV mapping UV coordinates]] (0,0) are taken t [[Category:Models/1.16|Category:Models]]
    3 KB (481 words) - 04:14, 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- For blocks, it is recommended to use <code>BlockStateProvider</code> to define the blo
    2 KB (304 words) - 04:13, 27 July 2021
  • ...operties have already been explained in this and within the [[Making Items/1.16|item]] docs. Attack damage specifies how much damage to do above the curren ...<code>ToolItem</code>, there will be a fifth parameter which defines which blocks this tool is effective on. This parameter can just be an empty set as that
    3 KB (551 words) - 04:14, 27 July 2021
  • ...have a common purpose. For example, your blocks classes can be under <code>blocks</code>, your entities classes can be under <code>entities</code>, your help ...>client</code> subpackage under your main package, to isolate your [[Sides/1.16|client-only code]] from the rest, such as your GUIs and renderers.
    12 KB (1,961 words) - 04:14, 27 July 2021
  • There are many different ways players (and other things) can interact with blocks, such as right clicking, left clicking, colliding, walking on, and of cours This page will cover the basics of the most common types of interaction with blocks.
    10 KB (1,317 words) - 04:13, 27 July 2021
  • ...bda is commonly used. The variable <code>validBlocks</code> is one or more blocks (<code><nowiki>TileEntityType$Builder::create</nowiki></code> is varargs) t ...much data you might be able to use the methods out of the [[#storing data/1.16|Storing Data]] section.
    8 KB (1,118 words) - 04:15, 27 July 2021
  • ...la sapling tag, you would specify it in <code><nowiki>/data/minecraft/tags/blocks/saplings.json</nowiki></code>, and Vanilla will merge everything into one t ...orge can be seen on [https://github.com/MinecraftForge/MinecraftForge/tree/1.16.x/src/generated/resources/data/forge/tags GitHub].
    5 KB (839 words) - 04:15, 27 July 2021
  • ...ents which are fired at different stages during the [[Stages of Modloading/1.16|modloading process]]. Most of these events are fired on both physical sides ...rom one logical side to another, you must '''always''' use [[SimpleChannel/1.16|network packets]]. It is incredibly tempting, when in a single player scena
    11 KB (1,809 words) - 04:15, 27 July 2021
  • ...happen to be a great way to uniquely identify objects (e.g. [[Registration/1.16|registries]]). ...e the loot table drops from (e.g. a block's loot table is in <code><nowiki>blocks</nowiki></code>).
    6 KB (885 words) - 04:14, 27 July 2021
  • ...object through a "registry name" via a [[Using Resources#ResourceLocation/1.16|ResourceLocation]]. This "registry name" can be accessed with its respectiv ...l DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, MODID);
    29 KB (3,610 words) - 15:06, 12 November 2021
  • ...uges. Translation keys are also required for declaring the names of items, blocks, and entities in the game. [[Category:Translations/1.16|Category:Translations]]
    7 KB (1,104 words) - 04:15, 27 July 2021

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