463334f1c5
Actaully adds ore generation Actually adds natural spawning Change requirePower to default to false
75 lines
2.9 KiB
Java
Executable File
75 lines
2.9 KiB
Java
Executable File
package net.cmr.jurassicrevived;
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import dev.architectury.event.events.common.LifecycleEvent;
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import net.cmr.jurassicrevived.block.ModBlocks;
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import net.cmr.jurassicrevived.block.entity.ModBlockEntities;
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import net.cmr.jurassicrevived.config.JRConfigManager;
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import net.cmr.jurassicrevived.entity.ModEntities;
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import net.cmr.jurassicrevived.item.ModCreativeTabs;
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import net.cmr.jurassicrevived.item.ModItems;
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import net.cmr.jurassicrevived.networking.ModPackets;
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import net.cmr.jurassicrevived.platform.Services;
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import net.cmr.jurassicrevived.recipe.ModRecipes;
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import net.cmr.jurassicrevived.screen.ModMenuTypes;
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import net.cmr.jurassicrevived.sound.ModSounds;
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import net.cmr.jurassicrevived.util.FenceClimbHandler;
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import net.cmr.jurassicrevived.util.ModEvents;
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import net.cmr.jurassicrevived.worldgen.ModWorldGeneration;
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import net.minecraft.core.registries.BuiltInRegistries;
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import net.minecraft.world.item.Items;
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// This class is part of the common project meaning it is shared between all supported loaders. Code written here can only
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// import and access the vanilla codebase, libraries used by vanilla, and optionally third party libraries that provide
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// common compatible binaries. This means common code can not directly use loader specific concepts such as Forge events
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// however it will be compatible with all supported mod loaders.
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public class CommonClass
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{
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// The loader specific projects are able to import and use any code from the common project. This allows you to
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// write the majority of your code here and load it from your loader specific projects. This example has some
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// code that gets invoked by the entry point of the loader specific projects.
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public static void init() {
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// It is common for all supported loaders to provide a similar feature that can not be used directly in the
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// common code. A popular way to get around this is using Java's built-in service loader feature to create
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// your own abstraction layer. You can learn more about this in our provided services class. In this example
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// we have an interface in the common code and use a loader specific implementation to delegate our call to
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// the platform specific approach.
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//if (Services.PLATFORM.isModLoaded("examplemod")) {
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//
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// Constants.LOG.info("Hello to examplemod");
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//}
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// Load config from the loader-specific config dir
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JRConfigManager.load(Services.PLATFORM.getConfigDir());
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ModBlocks.register();
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ModEntities.register();
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ModItems.register();
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ModCreativeTabs.register();
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ModEntities.registerAttributes();
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ModMenuTypes.register();
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ModRecipes.register();
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LifecycleEvent.SETUP.register(() -> {
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ModBlocks.setupPots();
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ModEntities.registerSpawnPlacements();
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});
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ModBlockEntities.register();
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FenceClimbHandler.register();
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ModEvents.init();
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ModSounds.register();
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ModPackets.register();
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if (Services.PLATFORM.getPlatformName().equals("FabricMC")) {
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ModWorldGeneration.generateWorldGen();
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}
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}
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} |