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75 lines (75 loc) · 3.43 KB

File metadata and controls

75 lines (75 loc) · 3.43 KB
layoutpage
titleWrite a mod
categorieshelp

Project setup

  1. Create a new Java project in your IDE
  2. Add Maven to your project
  3. Set up pom.xml
  4. Paste following code into dependencies:
	<dependency>
<groupId>com.google.code.findbugs</groupId>
<artifactId>annotations</artifactId>
<version>3.0.1u2</version>
</dependency>
<dependency>
<groupId>com.google.guava</groupId>
<artifactId>guava</artifactId>
<version>31.1-jre</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-databind</artifactId>
<version>[2.14.0-rc1,)</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-core</artifactId>
<version>2.13.2</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-annotations</artifactId>
<version>2.13.4</version>
</dependency>
<dependency>
<groupId>com.github.Fylipp</groupId>
<artifactId>easy-events</artifactId>
<version>v1.1.0</version>
</dependency>
  1. Place content at specific directories:
    • textures/ - textures
    • sound/ - sounds
  2. Place translations in a known directory (used in step 7)
  3. Create several classes:
    • A class which implements AddonCentral, a class which defines mods
    • A class with items/blocks (this is a separate class to ensure that items are created at the right time)
    • A class with recipes (this is a separate class to ensure that recipes are created after items)
  4. Fill in the methods:
    • (constructor) - instantiate mod
    • info() - return an instance of ModMetadata with mod name, release date, description and name
    • firstOpen() - load your translations with GlobalSettings.injectResources()
    • makeContent() - place your call to init function of your items class
    • integrationModules() - place your call to init function of your recipes class, and any mod integration
  5. Create blocks and items.
    • If you want to create a block entity, implement any of these:
      • BlockEntityDataless - when your block does not store any extra information beyond its type
      • BlockEntityData - if your block stores data and can't be rotated
      • BlockEntityChirotable - if your block can be rotated and flipped
      • SkeletalBlockEntityRotary - if your block can rotate, but not flip
    • If you want to create an item entity, implement ItemEntity if you want an immutable item, or ItemEntityMutable, if your item would be mutable.
    • If your item or block is an entity, declare an appriopriate entity type in your content class
    • If your item entity is immutable, declare hash0() and equal0() for equal items to collate.
    • If you want captions (titles and descriptions) to be translated, instead of a literal string, use a translation key. Translation keys begin with '#' and are followed by a key in your translation file.
    • Create additional classes if needed
  6. Create recipes
    • If your recipe outputs an item entity, declare a raw item with ItemRaw.make() instead of an item entity as the recipe output.
    • Do not consume item entities within recipes
  7. Test your mod. If you find bugs, debug them and apply fixes
  8. Publish your mod to GitHub. (See here)
  9. Write about your mod at the game discussions under 'Show and tell'
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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75 lines (75 loc) · 3.43 KB

File metadata and controls

75 lines (75 loc) · 3.43 KB
layoutpage
titleWrite a mod
categorieshelp

Project setup

  1. Create a new Java project in your IDE
  2. Add Maven to your project
  3. Set up pom.xml
  4. Paste following code into dependencies:
	<dependency>
<groupId>com.google.code.findbugs</groupId>
<artifactId>annotations</artifactId>
<version>3.0.1u2</version>
</dependency>
<dependency>
<groupId>com.google.guava</groupId>
<artifactId>guava</artifactId>
<version>31.1-jre</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-databind</artifactId>
<version>[2.14.0-rc1,)</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-core</artifactId>
<version>2.13.2</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-annotations</artifactId>
<version>2.13.4</version>
</dependency>
<dependency>
<groupId>com.github.Fylipp</groupId>
<artifactId>easy-events</artifactId>
<version>v1.1.0</version>
</dependency>
  1. Place content at specific directories:
    • textures/ - textures
    • sound/ - sounds
  2. Place translations in a known directory (used in step 7)
  3. Create several classes:
    • A class which implements AddonCentral, a class which defines mods
    • A class with items/blocks (this is a separate class to ensure that items are created at the right time)
    • A class with recipes (this is a separate class to ensure that recipes are created after items)
  4. Fill in the methods:
    • (constructor) - instantiate mod
    • info() - return an instance of ModMetadata with mod name, release date, description and name
    • firstOpen() - load your translations with GlobalSettings.injectResources()
    • makeContent() - place your call to init function of your items class
    • integrationModules() - place your call to init function of your recipes class, and any mod integration
  5. Create blocks and items.
    • If you want to create a block entity, implement any of these:
      • BlockEntityDataless - when your block does not store any extra information beyond its type
      • BlockEntityData - if your block stores data and can't be rotated
      • BlockEntityChirotable - if your block can be rotated and flipped
      • SkeletalBlockEntityRotary - if your block can rotate, but not flip
    • If you want to create an item entity, implement ItemEntity if you want an immutable item, or ItemEntityMutable, if your item would be mutable.
    • If your item or block is an entity, declare an appriopriate entity type in your content class
    • If your item entity is immutable, declare hash0() and equal0() for equal items to collate.
    • If you want captions (titles and descriptions) to be translated, instead of a literal string, use a translation key. Translation keys begin with '#' and are followed by a key in your translation file.
    • Create additional classes if needed
  6. Create recipes
    • If your recipe outputs an item entity, declare a raw item with ItemRaw.make() instead of an item entity as the recipe output.
    • Do not consume item entities within recipes
  7. Test your mod. If you find bugs, debug them and apply fixes
  8. Publish your mod to GitHub. (See here)
  9. Write about your mod at the game discussions under 'Show and tell'
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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75 lines (75 loc) · 3.43 KB

File metadata and controls

75 lines (75 loc) · 3.43 KB
layoutpage
titleWrite a mod
categorieshelp

Project setup

  1. Create a new Java project in your IDE
  2. Add Maven to your project
  3. Set up pom.xml
  4. Paste following code into dependencies:
	<dependency>
<groupId>com.google.code.findbugs</groupId>
<artifactId>annotations</artifactId>
<version>3.0.1u2</version>
</dependency>
<dependency>
<groupId>com.google.guava</groupId>
<artifactId>guava</artifactId>
<version>31.1-jre</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-databind</artifactId>
<version>[2.14.0-rc1,)</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-core</artifactId>
<version>2.13.2</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-annotations</artifactId>
<version>2.13.4</version>
</dependency>
<dependency>
<groupId>com.github.Fylipp</groupId>
<artifactId>easy-events</artifactId>
<version>v1.1.0</version>
</dependency>
  1. Place content at specific directories:
    • textures/ - textures
    • sound/ - sounds
  2. Place translations in a known directory (used in step 7)
  3. Create several classes:
    • A class which implements AddonCentral, a class which defines mods
    • A class with items/blocks (this is a separate class to ensure that items are created at the right time)
    • A class with recipes (this is a separate class to ensure that recipes are created after items)
  4. Fill in the methods:
    • (constructor) - instantiate mod
    • info() - return an instance of ModMetadata with mod name, release date, description and name
    • firstOpen() - load your translations with GlobalSettings.injectResources()
    • makeContent() - place your call to init function of your items class
    • integrationModules() - place your call to init function of your recipes class, and any mod integration
  5. Create blocks and items.
    • If you want to create a block entity, implement any of these:
      • BlockEntityDataless - when your block does not store any extra information beyond its type
      • BlockEntityData - if your block stores data and can't be rotated
      • BlockEntityChirotable - if your block can be rotated and flipped
      • SkeletalBlockEntityRotary - if your block can rotate, but not flip
    • If you want to create an item entity, implement ItemEntity if you want an immutable item, or ItemEntityMutable, if your item would be mutable.
    • If your item or block is an entity, declare an appriopriate entity type in your content class
    • If your item entity is immutable, declare hash0() and equal0() for equal items to collate.
    • If you want captions (titles and descriptions) to be translated, instead of a literal string, use a translation key. Translation keys begin with '#' and are followed by a key in your translation file.
    • Create additional classes if needed
  6. Create recipes
    • If your recipe outputs an item entity, declare a raw item with ItemRaw.make() instead of an item entity as the recipe output.
    • Do not consume item entities within recipes
  7. Test your mod. If you find bugs, debug them and apply fixes
  8. Publish your mod to GitHub. (See here)
  9. Write about your mod at the game discussions under 'Show and tell'
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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History
75 lines (75 loc) · 3.43 KB

File metadata and controls

75 lines (75 loc) · 3.43 KB
layoutpage
titleWrite a mod
categorieshelp

Project setup

  1. Create a new Java project in your IDE
  2. Add Maven to your project
  3. Set up pom.xml
  4. Paste following code into dependencies:
	<dependency>
<groupId>com.google.code.findbugs</groupId>
<artifactId>annotations</artifactId>
<version>3.0.1u2</version>
</dependency>
<dependency>
<groupId>com.google.guava</groupId>
<artifactId>guava</artifactId>
<version>31.1-jre</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-databind</artifactId>
<version>[2.14.0-rc1,)</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-core</artifactId>
<version>2.13.2</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-annotations</artifactId>
<version>2.13.4</version>
</dependency>
<dependency>
<groupId>com.github.Fylipp</groupId>
<artifactId>easy-events</artifactId>
<version>v1.1.0</version>
</dependency>
  1. Place content at specific directories:
    • textures/ - textures
    • sound/ - sounds
  2. Place translations in a known directory (used in step 7)
  3. Create several classes:
    • A class which implements AddonCentral, a class which defines mods
    • A class with items/blocks (this is a separate class to ensure that items are created at the right time)
    • A class with recipes (this is a separate class to ensure that recipes are created after items)
  4. Fill in the methods:
    • (constructor) - instantiate mod
    • info() - return an instance of ModMetadata with mod name, release date, description and name
    • firstOpen() - load your translations with GlobalSettings.injectResources()
    • makeContent() - place your call to init function of your items class
    • integrationModules() - place your call to init function of your recipes class, and any mod integration
  5. Create blocks and items.
    • If you want to create a block entity, implement any of these:
      • BlockEntityDataless - when your block does not store any extra information beyond its type
      • BlockEntityData - if your block stores data and can't be rotated
      • BlockEntityChirotable - if your block can be rotated and flipped
      • SkeletalBlockEntityRotary - if your block can rotate, but not flip
    • If you want to create an item entity, implement ItemEntity if you want an immutable item, or ItemEntityMutable, if your item would be mutable.
    • If your item or block is an entity, declare an appriopriate entity type in your content class
    • If your item entity is immutable, declare hash0() and equal0() for equal items to collate.
    • If you want captions (titles and descriptions) to be translated, instead of a literal string, use a translation key. Translation keys begin with '#' and are followed by a key in your translation file.
    • Create additional classes if needed
  6. Create recipes
    • If your recipe outputs an item entity, declare a raw item with ItemRaw.make() instead of an item entity as the recipe output.
    • Do not consume item entities within recipes
  7. Test your mod. If you find bugs, debug them and apply fixes
  8. Publish your mod to GitHub. (See here)
  9. Write about your mod at the game discussions under 'Show and tell'
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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75 lines (75 loc) · 3.43 KB

File metadata and controls

75 lines (75 loc) · 3.43 KB
layoutpage
titleWrite a mod
categorieshelp

Project setup

  1. Create a new Java project in your IDE
  2. Add Maven to your project
  3. Set up pom.xml
  4. Paste following code into dependencies:
	<dependency>
<groupId>com.google.code.findbugs</groupId>
<artifactId>annotations</artifactId>
<version>3.0.1u2</version>
</dependency>
<dependency>
<groupId>com.google.guava</groupId>
<artifactId>guava</artifactId>
<version>31.1-jre</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-databind</artifactId>
<version>[2.14.0-rc1,)</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-core</artifactId>
<version>2.13.2</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-annotations</artifactId>
<version>2.13.4</version>
</dependency>
<dependency>
<groupId>com.github.Fylipp</groupId>
<artifactId>easy-events</artifactId>
<version>v1.1.0</version>
</dependency>
  1. Place content at specific directories:
    • textures/ - textures
    • sound/ - sounds
  2. Place translations in a known directory (used in step 7)
  3. Create several classes:
    • A class which implements AddonCentral, a class which defines mods
    • A class with items/blocks (this is a separate class to ensure that items are created at the right time)
    • A class with recipes (this is a separate class to ensure that recipes are created after items)
  4. Fill in the methods:
    • (constructor) - instantiate mod
    • info() - return an instance of ModMetadata with mod name, release date, description and name
    • firstOpen() - load your translations with GlobalSettings.injectResources()
    • makeContent() - place your call to init function of your items class
    • integrationModules() - place your call to init function of your recipes class, and any mod integration
  5. Create blocks and items.
    • If you want to create a block entity, implement any of these:
      • BlockEntityDataless - when your block does not store any extra information beyond its type
      • BlockEntityData - if your block stores data and can't be rotated
      • BlockEntityChirotable - if your block can be rotated and flipped
      • SkeletalBlockEntityRotary - if your block can rotate, but not flip
    • If you want to create an item entity, implement ItemEntity if you want an immutable item, or ItemEntityMutable, if your item would be mutable.
    • If your item or block is an entity, declare an appriopriate entity type in your content class
    • If your item entity is immutable, declare hash0() and equal0() for equal items to collate.
    • If you want captions (titles and descriptions) to be translated, instead of a literal string, use a translation key. Translation keys begin with '#' and are followed by a key in your translation file.
    • Create additional classes if needed
  6. Create recipes
    • If your recipe outputs an item entity, declare a raw item with ItemRaw.make() instead of an item entity as the recipe output.
    • Do not consume item entities within recipes
  7. Test your mod. If you find bugs, debug them and apply fixes
  8. Publish your mod to GitHub. (See here)
  9. Write about your mod at the game discussions under 'Show and tell'
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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75 lines (75 loc) · 3.43 KB

File metadata and controls

75 lines (75 loc) · 3.43 KB
layoutpage
titleWrite a mod
categorieshelp

Project setup

  1. Create a new Java project in your IDE
  2. Add Maven to your project
  3. Set up pom.xml
  4. Paste following code into dependencies:
	<dependency>
<groupId>com.google.code.findbugs</groupId>
<artifactId>annotations</artifactId>
<version>3.0.1u2</version>
</dependency>
<dependency>
<groupId>com.google.guava</groupId>
<artifactId>guava</artifactId>
<version>31.1-jre</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-databind</artifactId>
<version>[2.14.0-rc1,)</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-core</artifactId>
<version>2.13.2</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-annotations</artifactId>
<version>2.13.4</version>
</dependency>
<dependency>
<groupId>com.github.Fylipp</groupId>
<artifactId>easy-events</artifactId>
<version>v1.1.0</version>
</dependency>
  1. Place content at specific directories:
    • textures/ - textures
    • sound/ - sounds
  2. Place translations in a known directory (used in step 7)
  3. Create several classes:
    • A class which implements AddonCentral, a class which defines mods
    • A class with items/blocks (this is a separate class to ensure that items are created at the right time)
    • A class with recipes (this is a separate class to ensure that recipes are created after items)
  4. Fill in the methods:
    • (constructor) - instantiate mod
    • info() - return an instance of ModMetadata with mod name, release date, description and name
    • firstOpen() - load your translations with GlobalSettings.injectResources()
    • makeContent() - place your call to init function of your items class
    • integrationModules() - place your call to init function of your recipes class, and any mod integration
  5. Create blocks and items.
    • If you want to create a block entity, implement any of these:
      • BlockEntityDataless - when your block does not store any extra information beyond its type
      • BlockEntityData - if your block stores data and can't be rotated
      • BlockEntityChirotable - if your block can be rotated and flipped
      • SkeletalBlockEntityRotary - if your block can rotate, but not flip
    • If you want to create an item entity, implement ItemEntity if you want an immutable item, or ItemEntityMutable, if your item would be mutable.
    • If your item or block is an entity, declare an appriopriate entity type in your content class
    • If your item entity is immutable, declare hash0() and equal0() for equal items to collate.
    • If you want captions (titles and descriptions) to be translated, instead of a literal string, use a translation key. Translation keys begin with '#' and are followed by a key in your translation file.
    • Create additional classes if needed
  6. Create recipes
    • If your recipe outputs an item entity, declare a raw item with ItemRaw.make() instead of an item entity as the recipe output.
    • Do not consume item entities within recipes
  7. Test your mod. If you find bugs, debug them and apply fixes
  8. Publish your mod to GitHub. (See here)
  9. Write about your mod at the game discussions under 'Show and tell'
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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75 lines (75 loc) · 3.43 KB
layoutpage
titleWrite a mod
categorieshelp

Project setup

  1. Create a new Java project in your IDE
  2. Add Maven to your project
  3. Set up pom.xml
  4. Paste following code into dependencies:
	<dependency>
<groupId>com.google.code.findbugs</groupId>
<artifactId>annotations</artifactId>
<version>3.0.1u2</version>
</dependency>
<dependency>
<groupId>com.google.guava</groupId>
<artifactId>guava</artifactId>
<version>31.1-jre</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-databind</artifactId>
<version>[2.14.0-rc1,)</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-core</artifactId>
<version>2.13.2</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-annotations</artifactId>
<version>2.13.4</version>
</dependency>
<dependency>
<groupId>com.github.Fylipp</groupId>
<artifactId>easy-events</artifactId>
<version>v1.1.0</version>
</dependency>
  1. Place content at specific directories:
    • textures/ - textures
    • sound/ - sounds
  2. Place translations in a known directory (used in step 7)
  3. Create several classes:
    • A class which implements AddonCentral, a class which defines mods
    • A class with items/blocks (this is a separate class to ensure that items are created at the right time)
    • A class with recipes (this is a separate class to ensure that recipes are created after items)
  4. Fill in the methods:
    • (constructor) - instantiate mod
    • info() - return an instance of ModMetadata with mod name, release date, description and name
    • firstOpen() - load your translations with GlobalSettings.injectResources()
    • makeContent() - place your call to init function of your items class
    • integrationModules() - place your call to init function of your recipes class, and any mod integration
  5. Create blocks and items.
    • If you want to create a block entity, implement any of these:
      • BlockEntityDataless - when your block does not store any extra information beyond its type
      • BlockEntityData - if your block stores data and can't be rotated
      • BlockEntityChirotable - if your block can be rotated and flipped
      • SkeletalBlockEntityRotary - if your block can rotate, but not flip
    • If you want to create an item entity, implement ItemEntity if you want an immutable item, or ItemEntityMutable, if your item would be mutable.
    • If your item or block is an entity, declare an appriopriate entity type in your content class
    • If your item entity is immutable, declare hash0() and equal0() for equal items to collate.
    • If you want captions (titles and descriptions) to be translated, instead of a literal string, use a translation key. Translation keys begin with '#' and are followed by a key in your translation file.
    • Create additional classes if needed
  6. Create recipes
    • If your recipe outputs an item entity, declare a raw item with ItemRaw.make() instead of an item entity as the recipe output.
    • Do not consume item entities within recipes
  7. Test your mod. If you find bugs, debug them and apply fixes
  8. Publish your mod to GitHub. (See here)
  9. Write about your mod at the game discussions under 'Show and tell'
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Latest commit

History

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75 lines (75 loc) · 3.43 KB

File metadata and controls

75 lines (75 loc) · 3.43 KB
layoutpage
titleWrite a mod
categorieshelp

Project setup

  1. Create a new Java project in your IDE
  2. Add Maven to your project
  3. Set up pom.xml
  4. Paste following code into dependencies:
	<dependency>
<groupId>com.google.code.findbugs</groupId>
<artifactId>annotations</artifactId>
<version>3.0.1u2</version>
</dependency>
<dependency>
<groupId>com.google.guava</groupId>
<artifactId>guava</artifactId>
<version>31.1-jre</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-databind</artifactId>
<version>[2.14.0-rc1,)</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-core</artifactId>
<version>2.13.2</version>
</dependency>
<dependency>
<groupId>com.fasterxml.jackson.core</groupId>
<artifactId>jackson-annotations</artifactId>
<version>2.13.4</version>
</dependency>
<dependency>
<groupId>com.github.Fylipp</groupId>
<artifactId>easy-events</artifactId>
<version>v1.1.0</version>
</dependency>
  1. Place content at specific directories:
    • textures/ - textures
    • sound/ - sounds
  2. Place translations in a known directory (used in step 7)
  3. Create several classes:
    • A class which implements AddonCentral, a class which defines mods
    • A class with items/blocks (this is a separate class to ensure that items are created at the right time)
    • A class with recipes (this is a separate class to ensure that recipes are created after items)
  4. Fill in the methods:
    • (constructor) - instantiate mod
    • info() - return an instance of ModMetadata with mod name, release date, description and name
    • firstOpen() - load your translations with GlobalSettings.injectResources()
    • makeContent() - place your call to init function of your items class
    • integrationModules() - place your call to init function of your recipes class, and any mod integration
  5. Create blocks and items.
    • If you want to create a block entity, implement any of these:
      • BlockEntityDataless - when your block does not store any extra information beyond its type
      • BlockEntityData - if your block stores data and can't be rotated
      • BlockEntityChirotable - if your block can be rotated and flipped
      • SkeletalBlockEntityRotary - if your block can rotate, but not flip
    • If you want to create an item entity, implement ItemEntity if you want an immutable item, or ItemEntityMutable, if your item would be mutable.
    • If your item or block is an entity, declare an appriopriate entity type in your content class
    • If your item entity is immutable, declare hash0() and equal0() for equal items to collate.
    • If you want captions (titles and descriptions) to be translated, instead of a literal string, use a translation key. Translation keys begin with '#' and are followed by a key in your translation file.
    • Create additional classes if needed
  6. Create recipes
    • If your recipe outputs an item entity, declare a raw item with ItemRaw.make() instead of an item entity as the recipe output.
    • Do not consume item entities within recipes
  7. Test your mod. If you find bugs, debug them and apply fixes
  8. Publish your mod to GitHub. (See here)
  9. Write about your mod at the game discussions under 'Show and tell'