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Frosted Heart

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.

Getting Started

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.

Package organization

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:

Core packages

  • 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 as agriculture, town, steamenergy. If you want to add a new game mechanic, this is the place to put it. (maybe we should name as mechanics instead of content?)
  • 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.

Functional packages

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.

Initializers

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.

Entry points

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, or
  • events where both registry and other event handling happens.

Create your contribution

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
  • 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
  • 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.

For Artists

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.

Submit your contribution

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.

Credits

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.

License

GNU General Public License v3.0