Files
Jurassic-Revived/common/src/main/java/net/cmr/jurassicrevived/CommonClass.java
T
eligibbs 463334f1c5 TRUE 0.102.0 PARITY!!!!
Actaully adds ore generation
Actually adds natural spawning
Change requirePower to default to false
2026-05-21 18:15:29 -04:00

75 lines
2.9 KiB
Java
Executable File

package net.cmr.jurassicrevived;
import dev.architectury.event.events.common.LifecycleEvent;
import net.cmr.jurassicrevived.block.ModBlocks;
import net.cmr.jurassicrevived.block.entity.ModBlockEntities;
import net.cmr.jurassicrevived.config.JRConfigManager;
import net.cmr.jurassicrevived.entity.ModEntities;
import net.cmr.jurassicrevived.item.ModCreativeTabs;
import net.cmr.jurassicrevived.item.ModItems;
import net.cmr.jurassicrevived.networking.ModPackets;
import net.cmr.jurassicrevived.platform.Services;
import net.cmr.jurassicrevived.recipe.ModRecipes;
import net.cmr.jurassicrevived.screen.ModMenuTypes;
import net.cmr.jurassicrevived.sound.ModSounds;
import net.cmr.jurassicrevived.util.FenceClimbHandler;
import net.cmr.jurassicrevived.util.ModEvents;
import net.cmr.jurassicrevived.worldgen.ModWorldGeneration;
import net.minecraft.core.registries.BuiltInRegistries;
import net.minecraft.world.item.Items;
// This class is part of the common project meaning it is shared between all supported loaders. Code written here can only
// import and access the vanilla codebase, libraries used by vanilla, and optionally third party libraries that provide
// common compatible binaries. This means common code can not directly use loader specific concepts such as Forge events
// however it will be compatible with all supported mod loaders.
public class CommonClass
{
// The loader specific projects are able to import and use any code from the common project. This allows you to
// write the majority of your code here and load it from your loader specific projects. This example has some
// code that gets invoked by the entry point of the loader specific projects.
public static void init() {
// It is common for all supported loaders to provide a similar feature that can not be used directly in the
// common code. A popular way to get around this is using Java's built-in service loader feature to create
// your own abstraction layer. You can learn more about this in our provided services class. In this example
// we have an interface in the common code and use a loader specific implementation to delegate our call to
// the platform specific approach.
//if (Services.PLATFORM.isModLoaded("examplemod")) {
//
// Constants.LOG.info("Hello to examplemod");
//}
// Load config from the loader-specific config dir
JRConfigManager.load(Services.PLATFORM.getConfigDir());
ModBlocks.register();
ModEntities.register();
ModItems.register();
ModCreativeTabs.register();
ModEntities.registerAttributes();
ModMenuTypes.register();
ModRecipes.register();
LifecycleEvent.SETUP.register(() -> {
ModBlocks.setupPots();
ModEntities.registerSpawnPlacements();
});
ModBlockEntities.register();
FenceClimbHandler.register();
ModEvents.init();
ModSounds.register();
ModPackets.register();
if (Services.PLATFORM.getPlatformName().equals("FabricMC")) {
ModWorldGeneration.generateWorldGen();
}
}
}