Otterbat Posted May 6, 2018 Share Posted May 6, 2018 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 Quote Link to comment Share on other sites More sharing options...
MDW01 Posted May 6, 2018 Share Posted May 6, 2018 (edited) The forge community is not affiliated with the plugin but I still enjoy it, as it has a couple of nice features. Since they don't currently have any documentation a good place to ask questions is on their discord which is mentioned on their website. minecraftdev.org. Edited May 6, 2018 by MDW01 removed link Quote Link to comment Share on other sites More sharing options...
Otterbat Posted May 6, 2018 Author Share Posted May 6, 2018 Ah, alright. I should've thought of that. Thank you for the help! Quote Link to comment Share on other sites More sharing options...
MDW01 Posted May 6, 2018 Share Posted May 6, 2018 No problem. Quote Link to comment Share on other sites More sharing options...
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