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2nd pass
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Mysterious-Dev committed Nov 23, 2023
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4 changes: 1 addition & 3 deletions docs/blockentities/index.md
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title: Block Entities
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# Block Entities

`BlockEntities` are like simplified `Entities` that are bound to a Block.
They are used to store dynamic data, execute tick based tasks, and dynamic rendering.
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4 changes: 1 addition & 3 deletions docs/blocks/index.md
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title: Blocks
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# Blocks

Blocks are, obviously, essential to the Minecraft world. They make up all of the terrain, structures, and machines. Chances are if you are interested in making a mod, then you will want to add some blocks. This page will guide you through the creation of blocks, and some of the things you can do with them.

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4 changes: 1 addition & 3 deletions docs/datagen/index.md
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title: Data Generators
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# Data Generators

Data generators are a way to programmatically generate the assets and data of mods. It allows the definition of the contents of these files in the code and their automatic generation, without worrying about the specifics.

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4 changes: 1 addition & 3 deletions docs/gettingstarted/index.md
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title: Getting Started with Forge
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# Getting Started with Forge

:::caution
Please note that this documentation may not be up to date considering the recent creation of NeoForged.
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4 changes: 1 addition & 3 deletions docs/items/index.md
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title: Items
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# Items

Along with blocks, items are a key component of most mods. While blocks make up the level around you, items exist within inventories.

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4 changes: 1 addition & 3 deletions docs/networking/index.md
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title: Networking
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# Networking

Communication between servers and clients is the backbone of a successful mod implementation.

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4 changes: 1 addition & 3 deletions docs/rendering/modelloaders/index.md
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title: Custom Model Loaders
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# Custom Model Loaders

A "model" is simply a shape. It can be a simple cube, it can be several cubes, it can be a truncated icosidodecahedron, or anything in between. Most models you'll see will be in the vanilla JSON format. Models in other formats are loaded into `IUnbakedGeometry`s by an `IGeometryLoader` at runtime. Forge provides default implementations for WaveFront OBJ files, buckets, composite models, models in different render layers, and a reimplementation of Vanilla's `builtin/generated` item model. Most things do not care about what loaded the model or what format it's in as they are all eventually represented by an `BakedModel` in code.

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4 changes: 1 addition & 3 deletions docs/resources/client/index.md
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title: Resource Packs
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# Resource Packs

[Resource Packs][respack] allow for the customization of client resources through the `assets` directory. This includes textures, models, sounds, localizations, and others. Your mod (as well as Forge itself) can also have resource packs. Any user can therefore modify all the textures, models, and other assets defined within this directory.

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4 changes: 1 addition & 3 deletions docs/resources/client/models/index.md
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title: Models
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# Models

The [model system][models] is Minecraft's way of giving blocks and items their shapes. Through the model system, blocks and items are mapped to their models, which define how they look. One of the main goals of the model system is to allow not only textures but the entire shape of a block/item to be changed by resource packs. Indeed, any mod that adds items or blocks also contains a mini-resource pack for their blocks and items.

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4 changes: 1 addition & 3 deletions docs/resources/server/index.md
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title: Datapacks
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# Datapacks

In 1.13, Mojang added [datapacks][datapack] to the base game. They allow for the modification of the files for logical servers through the `data` directory. This includes advancements, loot_tables, structures, recipes, tags, etc. Forge, and your mod, can also have datapacks. Any user can therefore modify all the recipes, loot tables, and other data defined within this directory.

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4 changes: 1 addition & 3 deletions docs/resources/server/recipes/index.md
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title: Recipes
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# Recipes

Recipes are a way to transform some number of objects into other objects within a Minecraft world. Although the vanilla system deals purely with item transformations, the system as a whole can be expanded to use any object the programmer creates.

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