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Utilities
satisfy edited this page Oct 7, 2026
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1 revision
RegistryUtil.registerWithItem(BLOCKS, BLOCK_REGISTRAR, ITEMS, ITEM_REGISTRAR, MyMod.identifier("oak_table"), () -> new TableBlock(props));
RegistryUtil.registerWithoutItem(BLOCKS, BLOCK_REGISTRAR, MyMod.identifier("wall_banner"), () -> new CompletionistWallBannerBlock(props, BANNER));
RegistryUtil.registerItem(ITEMS, ITEM_REGISTRAR, MyMod.identifier("knife"), () -> new SwordItem(...));VoxelShape east = ShapeUtil.rotateShape(Direction.NORTH, Direction.EAST, northShape);
ShapeUtil.isFaceFull(level, pos); ShapeUtil.isSolid(level, pos); ShapeUtil.isFullAndSolid(level, pos);
ShapeUtil.getRelativeHitCoordinatesForBlockFace(hit, facing, blockedFaces); // x/y 0..1 on the clicked facetracking(level, pos) (players that see a chunk), fillBucket / emptyBucket, popResourceFromFace,
putBlockPos / putBlockPoses / readBlockPoses (NBT), isFire(damageSource), isDamageType(...),
convertStackAfterFinishUsing(...) (bowls/bottles after eating), getInPercent, isIndexInRange.
// in useItemOn, with a DyeItem in hand – recolours the block, consumes the dye, plays sound + dye splash
return DyeHelper.dye(stack, dye.getDyeColor(), state, COLOR, level, pos, player);DisplayItemRenderer.renderFlat(stack, poseStack, buffers, light, overlay, level, x, y, z, yaw, scale, seed); // lying down
DisplayItemRenderer.renderUpright(stack, poseStack, buffers, light, overlay, level, x, y, z, yaw, scale, seed); // standing| Class | Use |
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util.ImplementedInventory |
Container from a NonNullList in two lines |
util.StreamCodecUtil |
stream codec helpers |
render.ClientUtil |
light level at a position, GUI item rendering |
text.TextEditableBlockEntity + SetTextPacket
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blocks with editable text (signs, bowls): implement the interface, send SetTextPacket.sendToServer(...)
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client.render.FluidBoxRenderer |
renderWaterBox(...): biome tinted water inside a block entity (tubs, tanks, basins) |
fabric.datagen.ModelGenHelper (Fabric module) |
datagen shortcuts: blockId, variantIds, slabFromTexture … |
advancement.SimplePlayerTrigger |
"player did X" advancement trigger: register one per event, call trigger(player)
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