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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) - 04:14, 27 July 2021

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  • * [[Getting Started/1.16|Getting Started]] * [[Proper Mod Structuring/1.16|Proper Mod Structuring]]
    4 KB (500 words) - 13:59, 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 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 (366 words) - 04:14, 27 July 2021
  • ...Items#TIPPED_ARROW</code>. Like effects, potions need to be [[Registration/1.16|registered]]. [[Category:Game Effects/1.16|Category:Game Effects]]
    1 KB (233 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
  • ...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
  • ...ds 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
  • ...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
  • 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
  • ...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
  • ...undType</nowiki></code> argument, see the [[latest:advanced:effects:sounds/1.16|sounds]] page for more details. Blocks must be [[Registration/1.16|registered]] to function.
    5 KB (865 words) - 04:14, 27 July 2021
  • ...opted by Forge as well and was expanded in Minecraft 1.13 into [[datapacks/1.16|datapacks]]. '''Keys''' define what items the placeholders stand for. A key is defined by a placeholder character and
    5 KB (813 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-data-gener For items, use <code>ItemModelProvider</code> to define their models: override <code>
    2 KB (304 words) - 04:13, 27 July 2021
  • ...>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. * 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
  • ...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]]). 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
  • ...orge can be seen on [https://github.com/MinecraftForge/MinecraftForge/tree/1.16.x/src/generated/resources/data/forge/tags GitHub]. * For matching items in code, see the section above.
    5 KB (839 words) - 04:15, 27 July 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,
    32 KB (4,585 words) - 04:13, 27 July 2021
  • ...f langauges. 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
  • ...object through a "registry name" via a [[Using Resources#ResourceLocation/1.16|ResourceLocation]]. This "registry name" can be accessed with its respectiv ...re another, more slightly flexible way to register objects. These [[Events/1.16|events]] are fired synchronously after <code>FMLConstructModEvent</code> an
    29 KB (3,610 words) - 15:06, 12 November 2021

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