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tutorial:terms [2020/02/23 22:32] – [Entry Points and Initializers] Mod initializers are not technically required earthcomputertutorial:terms [2022/03/20 13:33] – external edit 127.0.0.1
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 Throughout the documentation, we'll often refer to a Mod ID, or modid in code. Mod ID stands for "Mod Identifier," and it is a string that should uniquely identify your mod. Mod IDs are commonly associated with identifier namespaces of the same name, and as such, follow the same restrictions. Mod IDs can consist only of lowercase characters ''a-z'', numbers ''0-9'', and the symbols ''_-''. For example, Minecraft uses the ''minecraft'' namespace. Additionally, a mod ID must consist of at least two characters. Throughout the documentation, we'll often refer to a Mod ID, or modid in code. Mod ID stands for "Mod Identifier," and it is a string that should uniquely identify your mod. Mod IDs are commonly associated with identifier namespaces of the same name, and as such, follow the same restrictions. Mod IDs can consist only of lowercase characters ''a-z'', numbers ''0-9'', and the symbols ''_-''. For example, Minecraft uses the ''minecraft'' namespace. Additionally, a mod ID must consist of at least two characters.
  
-A mod ID is often a compact version of the name of the mod which makes it short but recognizeable and prevents naming conflicts. Conventionally, a project named "My Project--" could be called ''myproject'', ''my_project'', or in some cases, ''my-project'' also works, but dashes in modids can be a slight pain to deal with at times [citation needed]. This mod would register items and blocks using this mod ID as a registry namespace.+A mod ID is often a compact version of the name of the mod which makes it short but recognizable and prevents naming conflicts. Conventionally, a project named "My Project--" could be called ''myproject'', ''my_project'', or in some cases, ''my-project'' also works, but dashes in modids can be a slight pain to deal with at times [citation needed]. This mod would register items and blocks using this mod ID as a registry namespace.
  
-Some of the starter tutorials will use a placeholder mod ID and register items and blocks under a placeholder namespace, and you can think of it as a starter template-- while leaving this unchanged is not dangerous for testing, remember to change it if you intend to release your project.+Some of the starter tutorials will use a placeholder mod ID and register items and blocks under a placeholder namespace, and you can think of it as a starter template. In Fabric Wiki, we use ''tutorial'' as the mod ID. While leaving this unchanged is not dangerous for testing, remember to change it if you intend to release your project.
  
 ==== Tags ==== ==== Tags ====
-**This section is a draft. Edit it.** 
  
-Convention namespace for tags is ''c''.+Tags are groups of blocks, items, or fluids with similar properties, i.e. ''minecraft:saplings'' contains all of the game's saplings. 
 +Information about what to call tags for your mod can be found [[tutorial:tags|here]]
  
-read more on the [[https://minecraft.gamepedia.com/Tag|Minecraft Wiki]]+Read more on what tags are on the [[https://minecraft.gamepedia.com/Tag|Minecraft Wiki]]
  
 ==== Entry Points and Initializers ==== ==== Entry Points and Initializers ====
tutorial/terms.txt · Last modified: 2022/12/22 18:51 by basil4088