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Add verbosity and clarification to First Item tutorial page #161
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Add more wording to fill in gaps in tutorial
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develop/items/first-item.md
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To do this, you can add a public static initialize method to your class and call it from your `ModInitializer` class. Currently, this method doesn't need anything inside it. | ||
ModItems.java |
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If you want to label these code blocks, use h4 headings.
develop/items/first-item.md
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@[code transcludeWith=:::1](@/reference/latest/src/main/java/com/example/docs/item/FabricDocsReferenceItems.java) | ||
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Calling a method on a class statically initializes it if it hasn't been previously loaded - this means that all `static` fields are evaluated. This is what this dummy `initialize` method is for. | ||
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With that added, running your mod will now allow you to /give yourself your {mod-id}:suspicious_substance. |
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Wrap templates in `` please. Eg; {mod-id}: suspicious_substance.
You could alternatively have:
Once you've added this method, you can run your mod and use the following command to give you the suspicious substance item;
\`\`\`command
/give @s <mod-id>:suspicious_substance
\`\`\`
Make sure to replace \`<mod-id>\` with your mod's ID!
develop/items/first-item.md
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@[code transcludeWith=:::1](@/reference/latest/src/main/java/com/example/docs/item/FabricDocsReferenceItems.java) | ||
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Calling a method on a class statically initializes it if it hasn't been previously loaded - this means that all `static` fields are evaluated. This is what this dummy `initialize` method is for. | ||
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With that added, running your mod will now allow you to /give yourself your {mod-id}:suspicious_substance. | ||
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But it still won't show up when you press 'E', for that, you will need to register the item to an Item Group, described next. |
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Be more specific;
It wont show up within the creative inventory...
Keybinds aren't fixed, especially vanilla ones like Open Inventory
develop/items/first-item.md
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@@ -36,18 +39,28 @@ If you want to change your item's stack size, you can use the `maxCount` method | |||
This will not work if you've marked the item as damageable, as the stack size is always 1 for damageable items to prevent duplication exploits. | |||
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For example, you can create a new "Suspicious Substance" by adding this static field to your ModItems class. |
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For example, you can create a new "Suspicious Substance" by adding this static field to your ModItems class. | |
In this example, we will create a "Suspicious Substance" item, by adding this static field to your `ModItems` class. |
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