- The Core Mod of The Winter Rescue
- Issues should go to the TWR Issue Tracker
This Mod is where most of the contents of The Winter Rescue are implemented. It is a Forge mod for Minecraft 1.20.1.
Core APIs:
Content integration:
Libraries:
The following are written for anyone who wishes to join the development of this exciting project.
Before anything, join the discord channel and let any dev team member know. If you don't use Discord, send a PR or issue.
To get started, you need to have a working Forge development environment. Install Java 17 JDK, and import the project into your IDE. You can use IntelliJ IDEA, Eclipse, or any other IDE that supports Gradle. You should be familar with Forge before contributing. There are extensive tutorials, below are some:
Once setup, you can run the following commands in the project:
gradle runclient
or ./gradlew runclient
will start the game.
gradle build
or ./gradlew build
will build the mod.
The philosophy is that topic matters more than functionality. So our package is organized by topic, instead of functionality or type of code constructs. But there are still some exceptions, so here's an overview:
base
: The base package contains system level abstractions that are used throughout the project. However, it does not contain any actual game content. It's just the base classes.util
: The util package contains utility classes that are used throughout the project.content
: The content package contains the game content, or more precisely game mechanics and systems. It is divided by subtopics, such asagriculture
,town
,steamenergy
. If you want to add a new game mechanic, this is the place to put it. (maybe we should name asmechanics
instead ofcontent
?)world
: The world package contains everything that already exist before the player starts interacting with the world. This includes the world generation, animals, plants, mobs, etc.
The following packages are organized by functionality instead.
You may feel sometimes they can indeed also be put into content
.
Correct, but the reason we
separate is that they are sometime hard to organize by topic,
and they are more like a list of things, rather than a thing, and
they are shared by multiple topics.
client
: Client-side stuff, like rendering and models.compat
: Compatibility for other mods.effects
: Game potion effects.loot
: Game loots.mixin
: Mixin classes.recipes
: Game recipes.
The rest packages are what's normally called initializer classes,
and are organized by type of code constructs.
They are used to actually initialize the contents.
You will probably need to initialize your block classes
created in content
as objects in FHBlocks
for example.
Finally, we have what we call the entry point classes.
These are very like the main
functions in Java applications.
There are two types of entry points:
- Registry entry points: where you actually tell Minecraft to register the objects you initialized into the game registry. For example, you will need to register your blocks.
- Event entry points: where you actually tell Minecraft to do something when a certain event happens. For example, you can let Minecraft tick the town you created in a server tick event.
Depending on each type of content you are adding, you will need to use either
FHMain.java
where most registry entry points are located, orevents
where both registry and other event handling happens.
Now, you've know the basic structure, you can start contributing.
Most of time, you will just be working with the content
or
world
package. Know type of contribution you are making:
- If it is part of a self-contained new game mechanic, system, or
anything that can be organized as a topic,
you should put it in
content
. If the topic is new, create a new subpackage. If not, put it in the existing subpackage. Then, you should initialize it in the corresponding initializer. Finally, use the entry points as needed. Examples:- Adding a new crop:
content.agriculture
- Adding a new town building:
content.town
- Adding a new steam machine:
content.steamenergy
- Adding gun system: create
content.gun
- Adding a new crop:
- If it is anything about the world itself, not the player, put it
in
world
and do registry and entry likewise. Examples:- Adding a new hostile animal:
world.fauna
- Adding a new forest biome:
world.flora
- Adding a new tree:
world.flora.tree
- Adding a new ancient ruin:
world.civilization.ancient
- Adding a new underground cave:
world.geology
- Adding a new hostile animal:
- If you create any utility classes during the process, put it in
util
. - If you create any functional classes, put it in the corresponding functional package.
- Normally, you should not need to touch
base
. But if you need to add such abstract and system level classes, you should put them there. But do not change existing classes without a good reason unless we discussed it.
If you are an artist, you can contribute by creating textures,
or models, schematics for structures, sounds, or music.
You should know how they are organized in the assets
folder.
You can create a new subdirectory for your content, and put them
in through GitHub or upload or other means.
Then, you can create a PR to add them to the mod.
If you work with other developers, you can also let them
upload the content for you.
Once you've done your contribution, you can submit it as a Pull Request. Make sure you've tested your code before submitting. Also, write a good description of what you've done, and why you've done it. If you have any questions, feel free to ask in the PR or in the Discord channel.
We will credit all contributors in the mod's credit list in
mods.toml
and the GitHub page for The Winter Rescue
.
Once you have created significant enough contribution (normally considered as five or more PRs, but varies on actual work), you will be considered as a team member and be in the in-game credit page.
GNU General Public License v3.0