I am currently using the Intellj community edition for working with Java. I recently got into coding for minecraft with Bukkit server plugins. I was wondering if anyone knows any videos or guides that can help me decipher the auto-generated code that comes with the "Minecraft Development" Plugin that you can install in the editor. I am very new when it comes to working with forge. I know how to install mods and such and thats about it. I only am posting this because I have searched google to no avail.
This is what the plugin generates:
package REMOVEDFORPRIVACY;
import net.minecraft.block.Block;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.registry.GameRegistry;
import net.minecraftforge.event.RegistryEvent;
@Mod(
modid = Republic.MOD_ID,
name = Republic.MOD_NAME,
version = Republic.VERSION
)
public class Republic {
public static final String MOD_ID = "republic";
public static final String MOD_NAME = "Republic";
public static final String VERSION = "0.1";
/**
* This is the instance of your mod as created by Forge. It will never be null.
*/
@Mod.Instance(MOD_ID)
public static Republic INSTANCE;
/**
* This is the first initialization event. Register tile entities here.
* The registry events below will have fired prior to entry to this method.
*/
@Mod.EventHandler
public void preinit(FMLPreInitializationEvent event) {
}
/**
* This is the second initialization event. Register custom recipes
*/
@Mod.EventHandler
public void init(FMLInitializationEvent event) {
}
/**
* This is the final initialization event. Register actions from other mods here
*/
@Mod.EventHandler
public void postinit(FMLPostInitializationEvent event) {
}
/**
* Forge will automatically look up and bind blocks to the fields in this class
* based on their registry name.
*/
@GameRegistry.ObjectHolder(MOD_ID)
public static class Blocks {
/*
public static final MySpecialBlock mySpecialBlock = null; // placeholder for special block below
*/
}
/**
* Forge will automatically look up and bind items to the fields in this class
* based on their registry name.
*/
@GameRegistry.ObjectHolder(MOD_ID)
public static class Items {
/*
public static final ItemBlock mySpecialBlock = null; // itemblock for the block above
public static final MySpecialItem mySpecialItem = null; // placeholder for special item below
*/
}
/**
* This is a special class that listens to registry events, to allow creation of mod blocks and items at the proper time.
*/
@Mod.EventBusSubscriber
public static class ObjectRegistryHandler {
/**
* Listen for the register event for creating custom items
*/
@SubscribeEvent
public static void addItems(RegistryEvent.Register<Item> event) {
/*
event.getRegistry().register(new ItemBlock(Blocks.myBlock).setRegistryName(MOD_ID, "myBlock"));
event.getRegistry().register(new MySpecialItem().setRegistryName(MOD_ID, "mySpecialItem"));
*/
}
/**
* Listen for the register event for creating custom blocks
*/
@SubscribeEvent
public static void addBlocks(RegistryEvent.Register<Block> event) {
/*
event.getRegistry().register(new MySpecialBlock().setRegistryName(MOD_ID, "mySpecialBlock"));
*/
}
}
/* EXAMPLE ITEM AND BLOCK - you probably want these in separate files
public static class MySpecialItem extends Item {
}
public static class MySpecialBlock extends Block {
}
*/
}
~ Thanks in advance, OtterBat