78 lines
3.6 KiB
Plaintext
78 lines
3.6 KiB
Plaintext
Key:
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[X] : Done
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[~] : Partially Implemetned
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[!] : Blocked
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[ ] : Need to do
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General:
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[~] Neoforge Support
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[!] Fabric Support
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[!] Basic support for 1.7.10, 1.12.1, 1.21.1, 26.1
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Core (Neoforge):
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[X] Basic skeleton project generation
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[X] Defining basic blocks
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Nix Related:
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[X] Mod meta generation
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[~] Block defintion generation
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[~] Block state generation -- single-variant blockstates.json is generated (declarative cube textures, or a customModel escape hatch for hand-authored shapes); block STATE PROPERTIES (facing, powered, waterlogged, ...) aren't representable in blocks.nix yet, so multi-variant blockstates aren't possible
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[ ] Equivalent functionality to regular neoforge development:
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Registration / content:
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[X] Blocks
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[X] BlockBehaviour.Properties (hardness/resistance/collision/sounds/etc.)
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[X] Block entities + client/server ticking
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[X] Custom Block/BlockEntity subclasses (customClass escape hatch)
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[ ] Custom collision shapes / VoxelShape overrides
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[ ] Waterlogging and other vanilla block-state property helpers
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[~] Items
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[X] BlockItems (auto-registered alongside a block, or opt out via item.enabled)
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[ ] Standalone (non-block) items -- tools, food, armor, etc.
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[ ] Item-specific properties (food, durability, stack size, rarity, tool tiers)
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[ ] Creative tabs / item groups -- blocks/items aren't added to any tab yet
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[ ] Entities
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[ ] EntityType registration
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[ ] Entity renderers/models (client)
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[ ] Entity attributes
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[ ] Commands
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[ ] Basic fields for quickly registering commands.
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[ ] Sounds (SoundEvent registration + sounds.json)
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[ ] Particles
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[ ] Fluids
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[ ] Enchantments
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[ ] Mob effects / potions
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[ ] Attributes
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Data-driven content:
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[ ] Loot tables -- properties.noLootTable/lootFrom exist as per-block hooks, but nothing generates an actual loot table yet
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[ ] Recipes + recipe types
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[ ] Tags (block/item/entity/fluid, e.g. mineable/pickaxe, needed for tool interactions)
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[ ] Advancements
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[ ] Data generation (GatherDataEvent providers to emit the above at build time)
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[ ] Localization / lang files -- displayName isn't wired to an en_us.json yet, so names show as untranslated keys in-game
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Client:
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[X] Block models -- declarative cube (textures.all/top/bottom/side/<face>) or hand-authored via customModel
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[X] Item models -- 2D icon (item.texture) or 3D block render (default), or hand-authored via item.customModel
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[ ] Blockstate variants for block state properties (depends on block state generation above)
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[ ] Block entity renderers (BER)
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[ ] Custom item/entity renderers
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[ ] Screens / menus (GUIs for block entities, e.g. a container menu)
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Networking & logic:
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[ ] Custom packets / PayloadRegistrar
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[ ] Capabilities (block/item/entity)
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[ ] Config (ModConfigSpec)
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[ ] Commands
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World:
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[ ] World generation (biomes/features/structures)
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[ ] Structure/village integration
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Tooling:
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[ ] Mod-author-facing GameTest scaffolding (snowy's own build already runs headless runGameTestServer checks internally, but mods built with snowy have no way to declare their own game tests)
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[ ] Mod publishing (CurseForge/Modrinth Gradle plugins, GitHub Actions CI templates)
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[ ] Multi-MC-version support beyond the current 1.21.1 pin (versionTable in lib/mkMod.nix)
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