From 78a478592d912fed2563bfd28f764abe824f5c2a Mon Sep 17 00:00:00 2001 From: Shadowfacts Date: Sat, 5 Jan 2019 10:28:05 -0500 Subject: [PATCH] Change image embeds to https --- .../forge-modding-1102/advanced-creative-tabs.md | 4 ++-- site/tutorials/forge-modding-1102/basic-blocks.md | 2 +- .../forge-modding-1102/basic-forge-blockstates.md | 2 +- site/tutorials/forge-modding-1102/basic-items.md | 2 +- .../forge-modding-1102/crafting-smelting-recipes.md | 10 +++++----- site/tutorials/forge-modding-1102/creative-tabs.md | 2 +- site/tutorials/forge-modding-1102/crops.md | 2 +- .../dynamic-tile-entity-rendering.md | 2 +- site/tutorials/forge-modding-1102/food.md | 2 +- site/tutorials/forge-modding-1102/json-block-models.md | 2 +- site/tutorials/forge-modding-1102/json-item-models.md | 2 +- site/tutorials/forge-modding-1102/localization.md | 4 ++-- site/tutorials/forge-modding-1102/ore-dictionary.md | 2 +- .../forge-modding-1102/tile-entities-inventory-gui.md | 2 +- .../forge-modding-1102/tile-entities-inventory.md | 2 +- site/tutorials/forge-modding-1102/tile-entities.md | 8 ++++---- site/tutorials/forge-modding-1102/tools.md | 10 +++++----- site/tutorials/forge-modding-1102/workspace-setup.md | 2 +- .../forge-modding-1102/world-generation-ore.md | 2 +- .../forge-modding-1112/advanced-creative-tabs.md | 2 +- site/tutorials/forge-modding-1112/basic-blocks.md | 2 +- .../forge-modding-1112/basic-forge-blockstates.md | 2 +- site/tutorials/forge-modding-1112/basic-items.md | 2 +- .../forge-modding-1112/crafting-smelting-recipes.md | 10 +++++----- site/tutorials/forge-modding-1112/creative-tabs.md | 2 +- site/tutorials/forge-modding-1112/crops.md | 2 +- .../dynamic-tile-entity-rendering.md | 2 +- site/tutorials/forge-modding-1112/food.md | 2 +- site/tutorials/forge-modding-1112/json-block-models.md | 2 +- site/tutorials/forge-modding-1112/json-item-models.md | 2 +- site/tutorials/forge-modding-1112/localization.md | 6 +++--- site/tutorials/forge-modding-1112/ore-dictionary.md | 2 +- .../forge-modding-1112/tile-entities-inventory-gui.md | 2 +- .../forge-modding-1112/tile-entities-inventory.md | 2 +- site/tutorials/forge-modding-1112/tile-entities.md | 8 ++++---- site/tutorials/forge-modding-1112/tools.md | 10 +++++----- site/tutorials/forge-modding-1112/workspace-setup.md | 2 +- .../forge-modding-1112/world-generation-ore.md | 2 +- .../forge-modding-112/advanced-creative-tabs.md | 2 +- site/tutorials/forge-modding-112/basic-blocks.md | 2 +- .../forge-modding-112/basic-forge-blockstates.md | 2 +- site/tutorials/forge-modding-112/basic-items.md | 2 +- site/tutorials/forge-modding-112/crafting-recipes.md | 4 ++-- site/tutorials/forge-modding-112/creative-tabs.md | 2 +- site/tutorials/forge-modding-112/crops.md | 2 +- .../forge-modding-112/dynamic-tile-entity-rendering.md | 2 +- site/tutorials/forge-modding-112/food.md | 2 +- site/tutorials/forge-modding-112/json-block-models.md | 2 +- site/tutorials/forge-modding-112/json-item-models.md | 2 +- site/tutorials/forge-modding-112/localization.md | 6 +++--- site/tutorials/forge-modding-112/ore-dictionary.md | 2 +- site/tutorials/forge-modding-112/smelting-recipes.md | 2 +- .../forge-modding-112/tile-entities-inventory-gui.md | 2 +- .../forge-modding-112/tile-entities-inventory.md | 2 +- site/tutorials/forge-modding-112/tile-entities.md | 8 ++++---- site/tutorials/forge-modding-112/tools.md | 10 +++++----- .../forge-modding-112/world-generation-ore.md | 2 +- 57 files changed, 93 insertions(+), 93 deletions(-) diff --git a/site/tutorials/forge-modding-1102/advanced-creative-tabs.md b/site/tutorials/forge-modding-1102/advanced-creative-tabs.md index 0d06541..ce5bdaa 100644 --- a/site/tutorials/forge-modding-1102/advanced-creative-tabs.md +++ b/site/tutorials/forge-modding-1102/advanced-creative-tabs.md @@ -44,7 +44,7 @@ As you can see, we are returning `true` from `hasSearchBar` so Minecraft will al We're also calling `setBackgroundImageName` with `"item_search.png"`. Minecraft will use this string to find the texture to use for the background. It will look for the texture at `assets/minecraft/textures/gui/container/creative_inventory/tab_BACKGROUND_NAME` where `BACKGROUND_NAME` is what you passed into `setBackgroundImageName`. `tag_item_search.png` is provided by Minecraft, so we don't need to do anything else. -![Searchable Creative Tab](http://i.imgur.com/C34Nh4R.png) +![Searchable Creative Tab](https://i.imgur.com/C34Nh4R.png) ## Custom Background As explained above, we can use custom backgrounds for our creative tabs. @@ -59,4 +59,4 @@ Download [this](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.10.2 That's it! When you open up the creative tab, you should now see our nice custom texture! -![Creative Tab with Custom Background](http://i.imgur.com/pP2W6h0.png) \ No newline at end of file +![Creative Tab with Custom Background](https://i.imgur.com/pP2W6h0.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/basic-blocks.md b/site/tutorials/forge-modding-1102/basic-blocks.md index e6fe43a..92c293e 100644 --- a/site/tutorials/forge-modding-1102/basic-blocks.md +++ b/site/tutorials/forge-modding-1102/basic-blocks.md @@ -147,6 +147,6 @@ This will: Now, in the game, we can see our (untextured) copper ore block! -![Copper Ore Screenshot](http://i.imgur.com/uWdmyA5.png) +![Copper Ore Screenshot](https://i.imgur.com/uWdmyA5.png) Next, we'll look at how to make a simple model for our copper ore block. \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/basic-forge-blockstates.md b/site/tutorials/forge-modding-1102/basic-forge-blockstates.md index 5cf64d7..d0d15f1 100644 --- a/site/tutorials/forge-modding-1102/basic-forge-blockstates.md +++ b/site/tutorials/forge-modding-1102/basic-forge-blockstates.md @@ -34,4 +34,4 @@ Now that we've got our copper ore block, let's add a simple blockstate to give i Now, we just need to download the [copper ore texture](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.10.2/src/main/resources/assets/tutorial/textures/blocks/oreCopper.png) to `src/main/resources/assets/tutorial/textures/blocks/oreCopper.png` and we're all set! -![Textured Copper Ore Screenshot](http://i.imgur.com/wJ1iJUg.png) \ No newline at end of file +![Textured Copper Ore Screenshot](https://i.imgur.com/wJ1iJUg.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/basic-items.md b/site/tutorials/forge-modding-1102/basic-items.md index 52888d3..8246c1f 100644 --- a/site/tutorials/forge-modding-1102/basic-items.md +++ b/site/tutorials/forge-modding-1102/basic-items.md @@ -131,4 +131,4 @@ This will: Now, if you load up the game and go into the Materials creative tab, you should see our new copper ingot item (albeit without a model)! Next time we'll learn how to make basic JSON models and add a model to our copper ingot! -![Copper Ingot Item Screenshot](http://i.imgur.com/6uHudqH.png) \ No newline at end of file +![Copper Ingot Item Screenshot](https://i.imgur.com/6uHudqH.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/crafting-smelting-recipes.md b/site/tutorials/forge-modding-1102/crafting-smelting-recipes.md index 6a01d26..c1cdf2c 100644 --- a/site/tutorials/forge-modding-1102/crafting-smelting-recipes.md +++ b/site/tutorials/forge-modding-1102/crafting-smelting-recipes.md @@ -39,9 +39,9 @@ public class TutorialMod { ## Crafting Recipes There are two kinds of crafting recipes: shaped recipes and shapeless recipes. -In a shapeless recipe, the ingredients can be placed in any arrangement on the crafting grid. An example of a shapeless recipe is the [Pumpkin Pie recipe](http://minecraft.gamepedia.com/Pumpkin_Pie#Crafting). +In a shapeless recipe, the ingredients can be placed in any arrangement on the crafting grid. An example of a shapeless recipe is the [Pumpkin Pie recipe](https://minecraft.gamepedia.com/Pumpkin_Pie#Crafting). -Shaped recipes require their ingredients to be placed in a specific arrangement. An example of a shaped recipe is the [Cake recipe](http://minecraft.gamepedia.com/Cake#Crafting). +Shaped recipes require their ingredients to be placed in a specific arrangement. An example of a shaped recipe is the [Cake recipe](https://minecraft.gamepedia.com/Cake#Crafting). ## Shapeless Recipe Our shapeless recipe is going to be a simple recipe that lets people craft 1 corn into 1 corn seed. All this requires is 1 line in `ModRecipes`. @@ -54,7 +54,7 @@ public static void init() { `GameRegistry.addShapelessRecipe` does exactly as the name says, it registers a shapeless recipe. The first argument is an `ItemStack` that is the output of the recipe, in this case a corn seed. The second argument is a varargs array of `Object`s that can be `Item`s, `Block`s, or `ItemStack`s. -![Shapeless Recipe](http://i.imgur.com/tFZdyK3.png) +![Shapeless Recipe](https://i.imgur.com/tFZdyK3.png) ## Shaped Recipe Our shaped recipe is going to be an additional recipe for Rabbit Stew that accepts corn instead of carrots. This requires a call to `GameRegistry.addShapedRecipe` which, you guessed it, registers a shaped recipe. @@ -70,7 +70,7 @@ The first argument to `GameRegistry.addShapedRecipe` is an `ItemStack` that is t Our finished recipe looks like this: -![Shaped Recipe](http://i.imgur.com/KaatGDN.png) +![Shaped Recipe](https://i.imgur.com/KaatGDN.png) ## Smelting Recipe Our furnace recipe is going to be a simple 1 Copper Ore to 1 Copper Ingot recipe. All this requires is 1 call to `GameRegistry.addSmelting` @@ -84,4 +84,4 @@ public static void init() { `GameRegistry.addSmelting` takes 3 parameters, the item/block/stack input, the `ItemStack` output, and the amount of experience to be given to the player (per smelt). -![Smelting Recipe](http://i.imgur.com/aU1ZiqG.png) \ No newline at end of file +![Smelting Recipe](https://i.imgur.com/aU1ZiqG.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/creative-tabs.md b/site/tutorials/forge-modding-1102/creative-tabs.md index bb043ca..0dc60f0 100644 --- a/site/tutorials/forge-modding-1102/creative-tabs.md +++ b/site/tutorials/forge-modding-1102/creative-tabs.md @@ -91,4 +91,4 @@ Remove the `setCreativeTab` calls from the copper ingot and corn items in `ModIt ## All Done! Now when we start the game and open the creative inventory, we should be able to see our creative tab on the second page. -![our creative tab in action](http://i.imgur.com/JfEhwvu.png) \ No newline at end of file +![our creative tab in action](https://i.imgur.com/JfEhwvu.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/crops.md b/site/tutorials/forge-modding-1102/crops.md index ed67282..ed2ce85 100644 --- a/site/tutorials/forge-modding-1102/crops.md +++ b/site/tutorials/forge-modding-1102/crops.md @@ -256,4 +256,4 @@ item.cornSeed.name=Corn Seed ### Finished Now, you should be able to launch game from inside the IDE and see our corn seed in the materials creative tab, plant it, grow it with bone meal, and break it to get corn and more seeds. -![Corn Screenshot](http://i.imgur.com/1G1k8Sh.png) \ No newline at end of file +![Corn Screenshot](https://i.imgur.com/1G1k8Sh.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/dynamic-tile-entity-rendering.md b/site/tutorials/forge-modding-1102/dynamic-tile-entity-rendering.md index 6a416a6..45df72c 100644 --- a/site/tutorials/forge-modding-1102/dynamic-tile-entity-rendering.md +++ b/site/tutorials/forge-modding-1102/dynamic-tile-entity-rendering.md @@ -307,7 +307,7 @@ public class PacketRequestUpdatePedestal implements IMessage { } ``` -**Note:** See the [official Forge documentation](http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/) for more information about the SimpleImpl networking system. +**Note:** See the [official Forge documentation](https://mcforge.readthedocs.io/en/latest/networking/simpleimpl/) for more information about the SimpleImpl networking system. ## `TileEntitySpecialRenderer` diff --git a/site/tutorials/forge-modding-1102/food.md b/site/tutorials/forge-modding-1102/food.md index 14ff72a..7b85307 100644 --- a/site/tutorials/forge-modding-1102/food.md +++ b/site/tutorials/forge-modding-1102/food.md @@ -73,4 +73,4 @@ We simply need to change the `corn` field to by of item `ItemCorn` and the regis Now we've got an edible corn item! -![Edible Corn](http://i.imgur.com/aT5BZ5x.png) \ No newline at end of file +![Edible Corn](https://i.imgur.com/aT5BZ5x.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/json-block-models.md b/site/tutorials/forge-modding-1102/json-block-models.md index f0e38e7..7de57e2 100644 --- a/site/tutorials/forge-modding-1102/json-block-models.md +++ b/site/tutorials/forge-modding-1102/json-block-models.md @@ -203,4 +203,4 @@ Each face has several properties: 2. `uv`: This is an array of 4 integer elements representing the minimum U, minimum V, maximum U, and maximum V (in that order). 3. `cullface`: This is optional. If specified, this face will be culled if there is a solid block against the specified face of the block. -![Finished Pedestal Model](http://i.imgur.com/Axt5iiE.png) \ No newline at end of file +![Finished Pedestal Model](https://i.imgur.com/Axt5iiE.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/json-item-models.md b/site/tutorials/forge-modding-1102/json-item-models.md index 747b09b..853bfbb 100644 --- a/site/tutorials/forge-modding-1102/json-item-models.md +++ b/site/tutorials/forge-modding-1102/json-item-models.md @@ -33,4 +33,4 @@ Let's go over what each bit does: Now our item has a nice texture and nice model in-game! -![Copper Ingot Model/Texture Screenshot](http://i.imgur.com/cup7xwW.png) +![Copper Ingot Model/Texture Screenshot](https://i.imgur.com/cup7xwW.png) diff --git a/site/tutorials/forge-modding-1102/localization.md b/site/tutorials/forge-modding-1102/localization.md index 5af6265..343882d 100644 --- a/site/tutorials/forge-modding-1102/localization.md +++ b/site/tutorials/forge-modding-1102/localization.md @@ -26,5 +26,5 @@ tile.oreCopper.name=Copper Ore Now, both our Copper Ore and Copper Ingot have properly localized names! -![Copper Ore Screenshot](http://i.imgur.com/f6T09kI.png) -![Copper Ingot Screenshot](http://i.imgur.com/oafpj5q.png) \ No newline at end of file +![Copper Ore Screenshot](https://i.imgur.com/f6T09kI.png) +![Copper Ingot Screenshot](https://i.imgur.com/oafpj5q.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/ore-dictionary.md b/site/tutorials/forge-modding-1102/ore-dictionary.md index 1e77506..03e1511 100644 --- a/site/tutorials/forge-modding-1102/ore-dictionary.md +++ b/site/tutorials/forge-modding-1102/ore-dictionary.md @@ -185,4 +185,4 @@ public class ModRecipes { This recipe is the same as the vanilla bucket recipe, except it matches any item with the `ingotCopper` ore dictionary name instead of just iron ingots. -![Shaped Ore Recipe](http://i.imgur.com/OICDDTJ.png) \ No newline at end of file +![Shaped Ore Recipe](https://i.imgur.com/OICDDTJ.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/tile-entities-inventory-gui.md b/site/tutorials/forge-modding-1102/tile-entities-inventory-gui.md index 19e3246..5fe3254 100644 --- a/site/tutorials/forge-modding-1102/tile-entities-inventory-gui.md +++ b/site/tutorials/forge-modding-1102/tile-entities-inventory-gui.md @@ -323,4 +323,4 @@ We'll remove the code that prints messages to chat and replace it with a call to Now that we've finished, we can launch Minecraft, and once we shift right-click on the pedestal block, we can see and interact with our GUI: -![Pedestal GUI](http://i.imgur.com/0ajo2b2.png) \ No newline at end of file +![Pedestal GUI](https://i.imgur.com/0ajo2b2.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/tile-entities-inventory.md b/site/tutorials/forge-modding-1102/tile-entities-inventory.md index a0d9174..388f77c 100644 --- a/site/tutorials/forge-modding-1102/tile-entities-inventory.md +++ b/site/tutorials/forge-modding-1102/tile-entities-inventory.md @@ -178,7 +178,7 @@ Forge provides a simple Entity Component System called capabilities. Capabilitie 3. `boolean simulate`: If true, no modification of the `IItemHandler`'s internal inventory will be performed. This is useful if you want to test if an interaction can be performed. 4. `ItemStack` return: The stack that was extracted from the inventory. -**Note:** If you want to know more about capabilities, you can checkout the [official Forge documentation](http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/) on the subject. +**Note:** If you want to know more about capabilities, you can checkout the [official Forge documentation](https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/) on the subject. ```java package net.shadowfacts.tutorial.block.pedestal; diff --git a/site/tutorials/forge-modding-1102/tile-entities.md b/site/tutorials/forge-modding-1102/tile-entities.md index 84fa5be..b963222 100644 --- a/site/tutorials/forge-modding-1102/tile-entities.md +++ b/site/tutorials/forge-modding-1102/tile-entities.md @@ -174,7 +174,7 @@ In a single player world, the client and the server are still decoupled, even th The `World.isRemote` field is used to check which logical side we're operating on (be it logical or physical). The field is `true` for the physical client in a multiplayer scenario and for the logical client in a single-player scenario. The reverse is also true. The field is `false` for the physical server in a multiplayer scenario and for the logical server in the single-player scenario. So by checking `!world.isRemote`, we ensure that the code inside the `if` statement will only be run on the server (be it logical or physical). -If you want to know more about sides in Minecraft and how they work, you can see [here](http://mcforge.readthedocs.io/en/latest/concepts/sides/) for the official Forge documentation. +If you want to know more about sides in Minecraft and how they work, you can see [here](https://mcforge.readthedocs.io/en/latest/concepts/sides/) for the official Forge documentation. ## The `TileEntity` @@ -232,7 +232,7 @@ Additionally, in the `incrementCount` and `decrementCount` methods, we call the ### The NBT (Named Binary Tag) Format -NBT is a format for storing all types of data into a key/value tree structure that can easily be serialized to bytes and saved to the disk. You can read more about the internal structure of the NBT format [here](http://wiki.vg/NBT). You can look at the `NBTTagCompound` class in Minecraft to see all the types of things that can be stored. Vanilla code is also a good example of how to store more complex things in NBT. +NBT is a format for storing all types of data into a key/value tree structure that can easily be serialized to bytes and saved to the disk. You can read more about the internal structure of the NBT format [here](https://wiki.vg/NBT). You can look at the `NBTTagCompound` class in Minecraft to see all the types of things that can be stored. Vanilla code is also a good example of how to store more complex things in NBT. In this case, we'll store our `count` integer field with the `count` key in the `NBTTagCompound` in the `writeToNBT` method and read it back from the tag compound in the `readFromNBT` method. @@ -261,6 +261,6 @@ public class ModBlocks { Now that we've got everything done, we can run Minecraft, grab one of our counters from our creative tab, place it, and see how the counter changes when the top and bottom of the block are right-clicked. -![Click on the top](http://i.imgur.com/zD1x2m0.png) +![Click on the top](https://i.imgur.com/zD1x2m0.png) -![Click on the bottom](http://i.imgur.com/UCqVJSI.png) \ No newline at end of file +![Click on the bottom](https://i.imgur.com/UCqVJSI.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1102/tools.md b/site/tutorials/forge-modding-1102/tools.md index 681e53f..7941834 100644 --- a/site/tutorials/forge-modding-1102/tools.md +++ b/site/tutorials/forge-modding-1102/tools.md @@ -100,7 +100,7 @@ And lastly, we'll add a localization entry for the sword. item.copperSword.name=Copper Sword ``` -![Copper Sword](http://i.imgur.com/ye5yMy4.png) +![Copper Sword](https://i.imgur.com/ye5yMy4.png) ## Pickaxe Let's create an `ItemPickaxe` class in the `item.tool` package of our mod. This class will extend the vanilla `ItemPickaxe` and implement our `ItemModelProvider` interface. @@ -176,7 +176,7 @@ Lastly, we'll need a localization entry for the pick. item.copperPickaxe.name=Copper Pickaxe ``` -![Copper Pickaxe](http://i.imgur.com/FsbvVur.png) +![Copper Pickaxe](https://i.imgur.com/FsbvVur.png) ## Axe First off, we'll need an `ItemAxe` class that extends the vanilla `ItemAxe` class and implements our `ItemModelProvider` interface. @@ -256,7 +256,7 @@ Lastly, we'll need a localization entry for our axe. item.copperAxe.name=Copper Axe ``` -![Copper Axe](http://i.imgur.com/5E3vjTo.png) +![Copper Axe](https://i.imgur.com/5E3vjTo.png) ## Shovel Firstly we'll create an `ItemShovel` class that extends the vanilla `ItemSpade` class and implements our `ItemModelProvider` interface. @@ -333,7 +333,7 @@ We'll also need a localization entry for our shovel. item.copperShovel.name=Copper Shovel ``` -![Copper Shovel](http://i.imgur.com/l1VMi6L.png) +![Copper Shovel](https://i.imgur.com/l1VMi6L.png) ## Hoe Let's create an `ItemHoe` class that extends the vanilla `ItemHoe` class and implements our `ItemModelProvider` interface. @@ -409,4 +409,4 @@ Lastly, we'll need a localization entry for our hoe. item.copperHoe.name=Copper Hoe ``` -![Copper Hoe](http://i.imgur.com/8PZ3MdD.png) +![Copper Hoe](https://i.imgur.com/8PZ3MdD.png) diff --git a/site/tutorials/forge-modding-1102/workspace-setup.md b/site/tutorials/forge-modding-1102/workspace-setup.md index 1895132..9c609f4 100644 --- a/site/tutorials/forge-modding-1102/workspace-setup.md +++ b/site/tutorials/forge-modding-1102/workspace-setup.md @@ -27,7 +27,7 @@ Before we setup Forge and IDEA, we need to configure Gradle (the build system Fo org.gradle.jvmargs=-Xmx3G ``` -We'll need to make a couple of additions to the `build.gradle` file that is part of the Forge MDK. This will configure IDEA and Gradle to use Java 8 to compile our project, allowing us to use the [shiny new Java 8 features](http://www.oracle.com/technetwork/java/javase/8-whats-new-2157071.html). +We'll need to make a couple of additions to the `build.gradle` file that is part of the Forge MDK. This will configure IDEA and Gradle to use Java 8 to compile our project, allowing us to use the [shiny new Java 8 features](https://www.oracle.com/technetwork/java/javase/8-whats-new-2157071.html). ```properties sourceCompatibility = JavaVersion.VERSION_1_8 diff --git a/site/tutorials/forge-modding-1102/world-generation-ore.md b/site/tutorials/forge-modding-1102/world-generation-ore.md index 3673bec..0de26ac 100644 --- a/site/tutorials/forge-modding-1102/world-generation-ore.md +++ b/site/tutorials/forge-modding-1102/world-generation-ore.md @@ -143,4 +143,4 @@ Now, if you create a new world and search around for a bit, you'll be able to fi You may want to play around with the vein size and chances settings until you achieve the desired concentration of ore per chunk. -![Copper Ore generating in the world](http://i.imgur.com/jfeYvi0.png) +![Copper Ore generating in the world](https://i.imgur.com/jfeYvi0.png) diff --git a/site/tutorials/forge-modding-1112/advanced-creative-tabs.md b/site/tutorials/forge-modding-1112/advanced-creative-tabs.md index 39a4a45..af481a8 100644 --- a/site/tutorials/forge-modding-1112/advanced-creative-tabs.md +++ b/site/tutorials/forge-modding-1112/advanced-creative-tabs.md @@ -59,4 +59,4 @@ Download [this](https://raw.githubusercontent.com/shadowfacts/TutorialMod/master That's it! When you open up the creative tab, you should now see our nice custom texture! -![Creative Tab with Custom Background](http://i.imgur.com/pP2W6h0.png) \ No newline at end of file +![Creative Tab with Custom Background](https://i.imgur.com/pP2W6h0.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/basic-blocks.md b/site/tutorials/forge-modding-1112/basic-blocks.md index 688ccec..7c04579 100644 --- a/site/tutorials/forge-modding-1112/basic-blocks.md +++ b/site/tutorials/forge-modding-1112/basic-blocks.md @@ -147,6 +147,6 @@ This will: Now, in the game, we can see our (untextured) copper ore block! -![Copper Ore Screenshot](http://i.imgur.com/uWdmyA5.png) +![Copper Ore Screenshot](https://i.imgur.com/uWdmyA5.png) Next, we'll look at how to make a simple model for our copper ore block. \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/basic-forge-blockstates.md b/site/tutorials/forge-modding-1112/basic-forge-blockstates.md index 33c410c..1b10e83 100644 --- a/site/tutorials/forge-modding-1112/basic-forge-blockstates.md +++ b/site/tutorials/forge-modding-1112/basic-forge-blockstates.md @@ -34,4 +34,4 @@ Now that we've got our copper ore block, let's add a simple blockstate to give i Now, we just need to download the [copper ore texture](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.11/src/main/resources/assets/tutorial/textures/blocks/ore_copper.png) to `src/main/resources/assets/tutorial/textures/blocks/ore_copper.png` and we're all set! -![Textured Copper Ore Screenshot](http://i.imgur.com/wJ1iJUg.png) \ No newline at end of file +![Textured Copper Ore Screenshot](https://i.imgur.com/wJ1iJUg.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/basic-items.md b/site/tutorials/forge-modding-1112/basic-items.md index 4b61282..0e5dea9 100644 --- a/site/tutorials/forge-modding-1112/basic-items.md +++ b/site/tutorials/forge-modding-1112/basic-items.md @@ -131,4 +131,4 @@ This will: Now, if you load up the game and go into the Materials creative tab, you shoulds see our new copper ingot item (albeit without a model)! Next time we'll learn how to make basic JSON models and add a model to our copper ingot! -![Copper Ingot Item Screenshot](http://i.imgur.com/6uHudqH.png) \ No newline at end of file +![Copper Ingot Item Screenshot](https://i.imgur.com/6uHudqH.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/crafting-smelting-recipes.md b/site/tutorials/forge-modding-1112/crafting-smelting-recipes.md index 19e0a56..8a43bc7 100644 --- a/site/tutorials/forge-modding-1112/crafting-smelting-recipes.md +++ b/site/tutorials/forge-modding-1112/crafting-smelting-recipes.md @@ -39,9 +39,9 @@ public class TutorialMod { ## Crafting Recipes There are two kinds of crafting recipes: shaped recipes and shapeless recipes. -In a shapeless recipe, the ingredients can be placed in any arrangement on the crafting grid. An example of a shapeless recipe is the [Pumpkin Pie recipe](http://minecraft.gamepedia.com/Pumpkin_Pie#Crafting). +In a shapeless recipe, the ingredients can be placed in any arrangement on the crafting grid. An example of a shapeless recipe is the [Pumpkin Pie recipe](https://minecraft.gamepedia.com/Pumpkin_Pie#Crafting). -Shaped recipes require their ingredients to be placed in a specific arrangement. An example of a shaped recipe is the [Cake recipe](http://minecraft.gamepedia.com/Cake#Crafting). +Shaped recipes require their ingredients to be placed in a specific arrangement. An example of a shaped recipe is the [Cake recipe](https://minecraft.gamepedia.com/Cake#Crafting). ## Shapeless Recipe Our shapeless recipe is going to be a simple recipe that lets people craft 1 corn into 1 corn seed. All this requires is 1 line in `ModRecipes`. @@ -54,7 +54,7 @@ public static void init() { `GameRegistry.addShapelessRecipe` does exactly as the name says, it registers a shapeless recipe. The first argument is an `ItemStack` that is the output of the recipe, in this case a corn seed. The second argument is a varargs array of `Object`s that can be `Item`s, `Block`s, or `ItemStack`s. -![Shapeless Recipe](http://i.imgur.com/tFZdyK3.png) +![Shapeless Recipe](https://i.imgur.com/tFZdyK3.png) ## Shaped Recipe Our shaped recipe is going to be an additional recipe for Rabbit Stew that accepts corn instead of carrots. This requires a call to `GameRegistry.addShapedRecipe` which, you guessed it, registers a shaped recipe. @@ -70,7 +70,7 @@ The first argument to `GameRegistry.addShapedRecipe` is an `ItemStack` that is t Our finished recipe looks like this: -![Shaped Recipe](http://i.imgur.com/KaatGDN.png) +![Shaped Recipe](https://i.imgur.com/KaatGDN.png) ## Smelting Recipe Our furnace recipe is going to be a simple 1 Copper Ore to 1 Copper Ingot recipe. All this requires is 1 call to `GameRegistry.addSmelting` @@ -84,4 +84,4 @@ public static void init() { `GameRegistry.addSmelting` takes 3 parameters, the item/block/stack input, the `ItemStack` output, and the amount of experience to be given to the player (per smelt). -![Smelting Recipe](http://i.imgur.com/aU1ZiqG.png) \ No newline at end of file +![Smelting Recipe](https://i.imgur.com/aU1ZiqG.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/creative-tabs.md b/site/tutorials/forge-modding-1112/creative-tabs.md index 1596484..745412f 100644 --- a/site/tutorials/forge-modding-1112/creative-tabs.md +++ b/site/tutorials/forge-modding-1112/creative-tabs.md @@ -91,4 +91,4 @@ Remove the `setCreativeTab` calls from the copper ingot and corn items in `ModIt ## All Done! Now when we start the game and open the creative inventory, we should be able to see our creative tab on the second page. -![our creative tab in action](http://i.imgur.com/JfEhwvu.png) \ No newline at end of file +![our creative tab in action](https://i.imgur.com/JfEhwvu.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/crops.md b/site/tutorials/forge-modding-1112/crops.md index 12c9eb9..4e33840 100644 --- a/site/tutorials/forge-modding-1112/crops.md +++ b/site/tutorials/forge-modding-1112/crops.md @@ -256,4 +256,4 @@ item.corn_seed.name=Corn Seed ### Finished Now, you should be able to launch game from inside the IDE and see our corn seed in the materials creative tab, plant it, grow it with bone meal, and break it to get corn and more seeds. -![Corn Screenshot](http://i.imgur.com/1G1k8Sh.png) \ No newline at end of file +![Corn Screenshot](https://i.imgur.com/1G1k8Sh.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/dynamic-tile-entity-rendering.md b/site/tutorials/forge-modding-1112/dynamic-tile-entity-rendering.md index 04756ac..6f4a94d 100644 --- a/site/tutorials/forge-modding-1112/dynamic-tile-entity-rendering.md +++ b/site/tutorials/forge-modding-1112/dynamic-tile-entity-rendering.md @@ -307,7 +307,7 @@ public class PacketRequestUpdatePedestal implements IMessage { } ``` -**Note:** See the [official Forge documentation](http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/) for more information about the SimpleImpl networking system. +**Note:** See the [official Forge documentation](https://mcforge.readthedocs.io/en/latest/networking/simpleimpl/) for more information about the SimpleImpl networking system. ## `TileEntitySpecialRenderer` diff --git a/site/tutorials/forge-modding-1112/food.md b/site/tutorials/forge-modding-1112/food.md index 9b6ef8e..fb33ca8 100644 --- a/site/tutorials/forge-modding-1112/food.md +++ b/site/tutorials/forge-modding-1112/food.md @@ -73,4 +73,4 @@ We simply need to change the `corn` field to by of item `ItemCorn` and the regis Now we've got an edible corn item! -![Edible Corn](http://i.imgur.com/aT5BZ5x.png) \ No newline at end of file +![Edible Corn](https://i.imgur.com/aT5BZ5x.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/json-block-models.md b/site/tutorials/forge-modding-1112/json-block-models.md index 0244f2d..e1f5e23 100644 --- a/site/tutorials/forge-modding-1112/json-block-models.md +++ b/site/tutorials/forge-modding-1112/json-block-models.md @@ -203,4 +203,4 @@ Each face has several properties: 2. `uv`: This is an array of 4 integer elements representing the minimum U, mimumin V, maximum U, and maximum V (in that order). 3. `cullface`: This is optional. If specified, this face will be culled if there is a solid block against the specified face of the block. -![Finished Pedestal Model](http://i.imgur.com/Axt5iiE.png) \ No newline at end of file +![Finished Pedestal Model](https://i.imgur.com/Axt5iiE.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/json-item-models.md b/site/tutorials/forge-modding-1112/json-item-models.md index 62df739..48f9e47 100644 --- a/site/tutorials/forge-modding-1112/json-item-models.md +++ b/site/tutorials/forge-modding-1112/json-item-models.md @@ -33,4 +33,4 @@ Let's go over what each bit does: Now our item has a nice texture and nice model in-game! -![Copper Ingot Model/Texture Screenshot](http://i.imgur.com/cup7xwW.png) \ No newline at end of file +![Copper Ingot Model/Texture Screenshot](https://i.imgur.com/cup7xwW.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/localization.md b/site/tutorials/forge-modding-1112/localization.md index 2d8685e..899ce21 100644 --- a/site/tutorials/forge-modding-1112/localization.md +++ b/site/tutorials/forge-modding-1112/localization.md @@ -9,7 +9,7 @@ If you'll recalled, we used the `setUnlocalizedName` method in both our `BlockBa In these tutorials, we are only going to add English localizations however you can easily add more localizations by following the same pattern. -Language files are located at `src/main/resources/assets/tutorial/lang/IDENTIFIER.lang` where `IDENTIFIER` is the locale code of the language. Let's create a localization file with the identifier `en_US` (see [here](http://minecraft.gamepedia.com/Language) for more locale codes). +Language files are located at `src/main/resources/assets/tutorial/lang/IDENTIFIER.lang` where `IDENTIFIER` is the locale code of the language. Let's create a localization file with the identifier `en_US` (see [here](https://minecraft.gamepedia.com/Language) for more locale codes). Language files are written in a simple `key=value` format with one entry per line. The `value` is obviously the translated name, this obviously differs for every language file. The `key` is the key that Minecraft uses when translating things. This is slightly different for blocks and items. For blocks the key is `tile.UNLOCALIZED.name`. For items the key is `item.UNLOCALIZED.name`. Where `UNLOCALIZED` is what we passed into `setUnlocalizedName`. @@ -25,5 +25,5 @@ tile.ore_copper.name=Copper Ore Now, both our Copper Ore and Copper Ingot have properly localized names! -![Copper Ore Screenshot](http://i.imgur.com/f6T09kI.png) -![Copper Ingot Screenshot](http://i.imgur.com/oafpj5q.png) \ No newline at end of file +![Copper Ore Screenshot](https://i.imgur.com/f6T09kI.png) +![Copper Ingot Screenshot](https://i.imgur.com/oafpj5q.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/ore-dictionary.md b/site/tutorials/forge-modding-1112/ore-dictionary.md index 591e2cb..eb4fdcc 100644 --- a/site/tutorials/forge-modding-1112/ore-dictionary.md +++ b/site/tutorials/forge-modding-1112/ore-dictionary.md @@ -185,4 +185,4 @@ public class ModRecipes { This recipe is the same as the vanilla bucket recipe, except it matches any item with the `ingotCopper` ore dictionary name instead of just iron ingots. -![Shaped Ore Recipe](http://i.imgur.com/OICDDTJ.png) \ No newline at end of file +![Shaped Ore Recipe](https://i.imgur.com/OICDDTJ.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/tile-entities-inventory-gui.md b/site/tutorials/forge-modding-1112/tile-entities-inventory-gui.md index cd71922..ffa0af2 100644 --- a/site/tutorials/forge-modding-1112/tile-entities-inventory-gui.md +++ b/site/tutorials/forge-modding-1112/tile-entities-inventory-gui.md @@ -324,4 +324,4 @@ We'll remove the code that prints messages to chat and replace it with a call to Now that we've finished, we can launch Minecraft, and once we shift right-click on the pedestal block, we can see and interact with our GUI: -![Pedestal GUI](http://i.imgur.com/0ajo2b2.png) \ No newline at end of file +![Pedestal GUI](https://i.imgur.com/0ajo2b2.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/tile-entities-inventory.md b/site/tutorials/forge-modding-1112/tile-entities-inventory.md index 6f2abf3..aa665b3 100644 --- a/site/tutorials/forge-modding-1112/tile-entities-inventory.md +++ b/site/tutorials/forge-modding-1112/tile-entities-inventory.md @@ -180,7 +180,7 @@ The `IItemHandler` interface provides a couple methods that we can use for inter 3. `boolean simulate`: If true, no modification of the `IItemHandler`'s internal inventory will be performed. This is useful if you want to test if an interaction can be performed. 4. `ItemStack` return: The stack that was extracted from the inventory. -**Note:** If you want to know more about capabilities, you can checkout the [official Forge documentation](http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/) on the subject. +**Note:** If you want to know more about capabilities, you can checkout the [official Forge documentation](https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/) on the subject. ```java package net.shadowfacts.tutorial.block.pedestal; diff --git a/site/tutorials/forge-modding-1112/tile-entities.md b/site/tutorials/forge-modding-1112/tile-entities.md index 9b9c37b..f1f07cd 100644 --- a/site/tutorials/forge-modding-1112/tile-entities.md +++ b/site/tutorials/forge-modding-1112/tile-entities.md @@ -174,7 +174,7 @@ In a single player world, the client and the server are still decoupled, even th The `World.isRemote` field is used to check which logical side we're operating on (be it logical or physical). The field is `true` for the physical client in a multiplayer scenario and for the logical client in a single-player scenario. The reverse is also true. The field is `false` for the physical server in a multiplayer scenario and for the logical server in the single-player scenario. So by checking `!world.isRemote`, we ensure that the code inside the `if` statement will only be run on the server (be it logical or physical). -If you want to know more about sides in Minecraft and how they work, you can see [here](http://mcforge.readthedocs.io/en/latest/concepts/sides/) for the official Forge documentation. +If you want to know more about sides in Minecraft and how they work, you can see [here](https://mcforge.readthedocs.io/en/latest/concepts/sides/) for the official Forge documentation. ## The `TileEntity` @@ -232,7 +232,7 @@ Additionally, in the `incrementCount` and `decrementCount` methods, we call the ### The NBT (Named Binary Tag) Format -NBT is a format for storing all types of data into a key/value tree structure that can easily be serialized to bytes and saved to the disk. You can read more about the internal structure of the NBT format [here](http://wiki.vg/NBT). You can look at the `NBTTagCompound` class in Minecraft to see all the types of things that can be stored. Vanilla code is also a good example of how to store more complex things in NBT. +NBT is a format for storing all types of data into a key/value tree structure that can easily be serialized to bytes and saved to the disk. You can read more about the internal structure of the NBT format [here](https://wiki.vg/NBT). You can look at the `NBTTagCompound` class in Minecraft to see all the types of things that can be stored. Vanilla code is also a good example of how to store more complex things in NBT. In this case, we'll store our `count` integer field with the `count` key in the `NBTTagCompound` in the `writeToNBT` method and read it back from the tag compound in the `readFromNBT` method. @@ -261,6 +261,6 @@ public class ModBlocks { Now that we've got everything done, we can run Minecraft, grab one of our counters from our creative tab, place it, and see how the counter changes when the top and bottom of the block are right-clicked. -![Click on the top](http://i.imgur.com/zD1x2m0.png) +![Click on the top](https://i.imgur.com/zD1x2m0.png) -![Click on the bottom](http://i.imgur.com/UCqVJSI.png) \ No newline at end of file +![Click on the bottom](https://i.imgur.com/UCqVJSI.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-1112/tools.md b/site/tutorials/forge-modding-1112/tools.md index 1d05ee4..1a4b170 100644 --- a/site/tutorials/forge-modding-1112/tools.md +++ b/site/tutorials/forge-modding-1112/tools.md @@ -100,7 +100,7 @@ And lastly, we'll add a localization entry for the sword. item.copper_sword.name=Copper Sword ``` -![Copper Sword](http://i.imgur.com/ye5yMy4.png) +![Copper Sword](https://i.imgur.com/ye5yMy4.png) ## Pickaxe Let's create an `ItemPickaxe` class in the `item.tool` package of our mod. This class will extend the vanilla `ItemPickaxe` and implement our `ItemModelProvider` interface. @@ -176,7 +176,7 @@ Lastly, we'll need a localization entry for the pick. item.copper_pickaxe.name=Copper Pickaxe ``` -![Copper Pickaxe](http://i.imgur.com/FsbvVur.png) +![Copper Pickaxe](https://i.imgur.com/FsbvVur.png) ## Axe First off, we'll need an `ItemAxe` class that extends the vanilla `ItemAxe` class and implements our `ItemModelProvider` interface. @@ -256,7 +256,7 @@ Lastly, we'll need a localization entry for our axe. item.copper_axe.name=Copper Axe ``` -![Copper Axe](http://i.imgur.com/5E3vjTo.png) +![Copper Axe](https://i.imgur.com/5E3vjTo.png) ## Shovel Firstly we'll create an `ItemShovel` class that extends the vanilla `ItemSpade` class and implements our `ItemModelProvider` interface. @@ -333,7 +333,7 @@ We'll also need a localization entry for our shovel. item.copper_shovel.name=Copper Shovel ``` -![Copper Shovel](http://i.imgur.com/l1VMi6L.png) +![Copper Shovel](https://i.imgur.com/l1VMi6L.png) ## Hoe Let's create an `ItemHoe` class that extends the vanilla `ItemHoe` class and implements our `ItemModelProvider` interface. @@ -409,4 +409,4 @@ Lastly, we'll need a localization entry for our hoe. item.copper_hoe.name=Copper Hoe ``` -![Copper Hoe](http://i.imgur.com/8PZ3MdD.png) +![Copper Hoe](https://i.imgur.com/8PZ3MdD.png) diff --git a/site/tutorials/forge-modding-1112/workspace-setup.md b/site/tutorials/forge-modding-1112/workspace-setup.md index af7af57..293d762 100644 --- a/site/tutorials/forge-modding-1112/workspace-setup.md +++ b/site/tutorials/forge-modding-1112/workspace-setup.md @@ -27,7 +27,7 @@ Before we setup Forge and IDEA, we need to configure Gradle (the build system Fo org.gradle.jvmargs=-Xmx3G ``` -We'll need to make a couple of additions to the `build.gradle` file that is part of the Forge MDK. This will configure IDEA and Gradle to use Java 8 to compile our project, allowing us to use the [shiny new Java 8 features](http://www.oracle.com/technetwork/java/javase/8-whats-new-2157071.html). +We'll need to make a couple of additions to the `build.gradle` file that is part of the Forge MDK. This will configure IDEA and Gradle to use Java 8 to compile our project, allowing us to use the [shiny new Java 8 features](https://www.oracle.com/technetwork/java/javase/8-whats-new-2157071.html). ```properties sourceCompatibility = JavaVersion.VERSION_1_8 diff --git a/site/tutorials/forge-modding-1112/world-generation-ore.md b/site/tutorials/forge-modding-1112/world-generation-ore.md index 7e40a56..673512b 100644 --- a/site/tutorials/forge-modding-1112/world-generation-ore.md +++ b/site/tutorials/forge-modding-1112/world-generation-ore.md @@ -143,4 +143,4 @@ Now, if you create a new world and search around for a bit, you'll bet able to f You may want to play around with the vein size and chances settings until you achieve the desired concentration of ore per chunk. -![Copper Ore generating in the world](http://i.imgur.com/jfeYvi0.png) +![Copper Ore generating in the world](https://i.imgur.com/jfeYvi0.png) diff --git a/site/tutorials/forge-modding-112/advanced-creative-tabs.md b/site/tutorials/forge-modding-112/advanced-creative-tabs.md index b414e4e..d832cba 100644 --- a/site/tutorials/forge-modding-112/advanced-creative-tabs.md +++ b/site/tutorials/forge-modding-112/advanced-creative-tabs.md @@ -59,4 +59,4 @@ Download [this](https://raw.githubusercontent.com/shadowfacts/TutorialMod/master That's it! When you open up the creative tab, you should now see our nice custom texture! -![Creative Tab with Custom Background](http://i.imgur.com/pP2W6h0.png) \ No newline at end of file +![Creative Tab with Custom Background](https://i.imgur.com/pP2W6h0.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/basic-blocks.md b/site/tutorials/forge-modding-112/basic-blocks.md index 7246f69..8761dca 100644 --- a/site/tutorials/forge-modding-112/basic-blocks.md +++ b/site/tutorials/forge-modding-112/basic-blocks.md @@ -187,6 +187,6 @@ This will: Now, in the game, we can see our (untextured) copper ore block! -![Copper Ore Screenshot](http://i.imgur.com/uWdmyA5.png) +![Copper Ore Screenshot](https://i.imgur.com/uWdmyA5.png) Next, we'll look at how to make a simple model for our copper ore block. diff --git a/site/tutorials/forge-modding-112/basic-forge-blockstates.md b/site/tutorials/forge-modding-112/basic-forge-blockstates.md index f139141..372bab8 100644 --- a/site/tutorials/forge-modding-112/basic-forge-blockstates.md +++ b/site/tutorials/forge-modding-112/basic-forge-blockstates.md @@ -34,4 +34,4 @@ Now that we've got our copper ore block, let's add a simple blockstate to give i Now, we just need to download the [copper ore texture](https://raw.githubusercontent.com/shadowfacts/TutorialMod/1.11/src/main/resources/assets/tutorial/textures/blocks/ore_copper.png) to `src/main/resources/assets/tutorial/textures/blocks/ore_copper.png` and we're all set! -![Textured Copper Ore Screenshot](http://i.imgur.com/wJ1iJUg.png) \ No newline at end of file +![Textured Copper Ore Screenshot](https://i.imgur.com/wJ1iJUg.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/basic-items.md b/site/tutorials/forge-modding-112/basic-items.md index d2891fd..27ca1a7 100644 --- a/site/tutorials/forge-modding-112/basic-items.md +++ b/site/tutorials/forge-modding-112/basic-items.md @@ -186,4 +186,4 @@ This will: Now, if you load up the game and go into the Materials creative tab, you shoulds see our new copper ingot item (albeit without a model)! Next time we'll learn how to make basic JSON models and add a model to our copper ingot! -![Copper Ingot Item Screenshot](http://i.imgur.com/6uHudqH.png) \ No newline at end of file +![Copper Ingot Item Screenshot](https://i.imgur.com/6uHudqH.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/crafting-recipes.md b/site/tutorials/forge-modding-112/crafting-recipes.md index 79c80fc..068e80c 100644 --- a/site/tutorials/forge-modding-112/crafting-recipes.md +++ b/site/tutorials/forge-modding-112/crafting-recipes.md @@ -33,7 +33,7 @@ Inside the root object of the file, we'll have a couple of things: the recipe ty Each object in the `ingredients` array and the `results` object represent items. The `item` key in the object should have a value that is the registry name of our item, including our mod ID. For the Corn item, this is `tutorial:corn` and for the Corn Seed this is `tutorial:corn_seed`. -![Shapeless Recipe](http://i.imgur.com/tFZdyK3.png) +![Shapeless Recipe](https://i.imgur.com/tFZdyK3.png) ## Shaped Recipe Our shaped recipe is going to be an additional recipe for Rabbit Stew that accepts corn instead of carrots. We'll create another JSON file in the same folder as before, this time called `rabbit_stew.json`. @@ -75,4 +75,4 @@ In order to avoid very repetitive code, shaped recipe inputs are defined by a pa Our finished recipe looks like this: -![Shaped Recipe](http://i.imgur.com/KaatGDN.png) +![Shaped Recipe](https://i.imgur.com/KaatGDN.png) diff --git a/site/tutorials/forge-modding-112/creative-tabs.md b/site/tutorials/forge-modding-112/creative-tabs.md index 67cf702..2eef24c 100644 --- a/site/tutorials/forge-modding-112/creative-tabs.md +++ b/site/tutorials/forge-modding-112/creative-tabs.md @@ -91,4 +91,4 @@ Remove the `setCreativeTab` calls from the copper ingot and corn items in `ModIt ## All Done! Now when we start the game and open the creative inventory, we should be able to see our creative tab on the second page. -![our creative tab in action](http://i.imgur.com/JfEhwvu.png) \ No newline at end of file +![our creative tab in action](https://i.imgur.com/JfEhwvu.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/crops.md b/site/tutorials/forge-modding-112/crops.md index b139b15..bb81360 100644 --- a/site/tutorials/forge-modding-112/crops.md +++ b/site/tutorials/forge-modding-112/crops.md @@ -227,4 +227,4 @@ item.corn_seed.name=Corn Seed ### Finished Now, you should be able to launch game from inside the IDE and see our corn seed in the materials creative tab, plant it, grow it with bone meal, and break it to get corn and more seeds. -![Corn Screenshot](http://i.imgur.com/1G1k8Sh.png) \ No newline at end of file +![Corn Screenshot](https://i.imgur.com/1G1k8Sh.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/dynamic-tile-entity-rendering.md b/site/tutorials/forge-modding-112/dynamic-tile-entity-rendering.md index 856a5e9..4d73851 100644 --- a/site/tutorials/forge-modding-112/dynamic-tile-entity-rendering.md +++ b/site/tutorials/forge-modding-112/dynamic-tile-entity-rendering.md @@ -307,7 +307,7 @@ public class PacketRequestUpdatePedestal implements IMessage { } ``` -**Note:** See the [official Forge documentation](http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/) for more information about the SimpleImpl networking system. +**Note:** See the [official Forge documentation](https://mcforge.readthedocs.io/en/latest/networking/simpleimpl/) for more information about the SimpleImpl networking system. ## `TileEntitySpecialRenderer` diff --git a/site/tutorials/forge-modding-112/food.md b/site/tutorials/forge-modding-112/food.md index 8eea506..27454b8 100644 --- a/site/tutorials/forge-modding-112/food.md +++ b/site/tutorials/forge-modding-112/food.md @@ -66,4 +66,4 @@ We simply need to change the `corn` field to by of item `ItemCorn` and the regis Now we've got an edible corn item! -![Edible Corn](http://i.imgur.com/aT5BZ5x.png) \ No newline at end of file +![Edible Corn](https://i.imgur.com/aT5BZ5x.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/json-block-models.md b/site/tutorials/forge-modding-112/json-block-models.md index 5a866c2..aecd059 100644 --- a/site/tutorials/forge-modding-112/json-block-models.md +++ b/site/tutorials/forge-modding-112/json-block-models.md @@ -200,4 +200,4 @@ Each face has several properties: 2. `uv`: This is an array of 4 integer elements representing the minimum U, mimumin V, maximum U, and maximum V (in that order). The U coordinates are the top and bottom Y coordinates of the texture defining the vertical section of the texture to use. The V coordinates are the left and right X coordinates of the texture defining the horizontal section of the texture to use. 3. `cullface`: This is optional. If specified, this face will be culled if there is a solid block against the specified face of the block. -![Finished Pedestal Model](http://i.imgur.com/Axt5iiE.png) \ No newline at end of file +![Finished Pedestal Model](https://i.imgur.com/Axt5iiE.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/json-item-models.md b/site/tutorials/forge-modding-112/json-item-models.md index d6d5c8e..379d893 100644 --- a/site/tutorials/forge-modding-112/json-item-models.md +++ b/site/tutorials/forge-modding-112/json-item-models.md @@ -33,4 +33,4 @@ Let's go over what each bit does: Now our item has a nice texture and nice model in-game! -![Copper Ingot Model/Texture Screenshot](http://i.imgur.com/cup7xwW.png) \ No newline at end of file +![Copper Ingot Model/Texture Screenshot](https://i.imgur.com/cup7xwW.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/localization.md b/site/tutorials/forge-modding-112/localization.md index fe684ea..1d733af 100644 --- a/site/tutorials/forge-modding-112/localization.md +++ b/site/tutorials/forge-modding-112/localization.md @@ -9,7 +9,7 @@ If you'll recalled, we used the `setUnlocalizedName` method in both our `BlockBa In these tutorials, we are only going to add English localizations however you can easily add more localizations by following the same pattern. -Language files are located at `src/main/resources/assets/tutorial/lang/IDENTIFIER.lang` where `IDENTIFIER` is the locale code of the language. Let's create a localization file with the identifier `en_us` (you can see a list of locale codes [here](http://minecraft.gamepedia.com/Language), but note that the file names do need to be entirely lowercase). +Language files are located at `src/main/resources/assets/tutorial/lang/IDENTIFIER.lang` where `IDENTIFIER` is the locale code of the language. Let's create a localization file with the identifier `en_us` (you can see a list of locale codes [here](https://minecraft.gamepedia.com/Language), but note that the file names do need to be entirely lowercase). Language files are written in a simple `key=value` format with one entry per line. The `value` is obviously the translated name, this obviously differs for every language file. The `key` is the key that Minecraft uses when translating things. This is slightly different for blocks and items. For blocks the key is `tile.UNLOCALIZED.name`. For items the key is `item.UNLOCALIZED.name`. Where `UNLOCALIZED` is what we passed into `setUnlocalizedName`. @@ -25,5 +25,5 @@ tile.ore_copper.name=Copper Ore Now, both our Copper Ore and Copper Ingot have properly localized names! -![Copper Ore Screenshot](http://i.imgur.com/f6T09kI.png) -![Copper Ingot Screenshot](http://i.imgur.com/oafpj5q.png) \ No newline at end of file +![Copper Ore Screenshot](https://i.imgur.com/f6T09kI.png) +![Copper Ingot Screenshot](https://i.imgur.com/oafpj5q.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/ore-dictionary.md b/site/tutorials/forge-modding-112/ore-dictionary.md index 49fa580..fab8b92 100644 --- a/site/tutorials/forge-modding-112/ore-dictionary.md +++ b/site/tutorials/forge-modding-112/ore-dictionary.md @@ -139,4 +139,4 @@ Instead of only specifying an `item` parameter for the ingredient, we'll specify } ``` -![Shaped Ore Recipe](http://i.imgur.com/OICDDTJ.png) \ No newline at end of file +![Shaped Ore Recipe](https://i.imgur.com/OICDDTJ.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/smelting-recipes.md b/site/tutorials/forge-modding-112/smelting-recipes.md index ac060b5..78546d8 100644 --- a/site/tutorials/forge-modding-112/smelting-recipes.md +++ b/site/tutorials/forge-modding-112/smelting-recipes.md @@ -47,4 +47,4 @@ public static void init() { `GameRegistry.addSmelting` takes 3 parameters, the item/block/stack input, the `ItemStack` output, and the amount of experience to be given to the player (per smelt). -![Smelting Recipe](http://i.imgur.com/aU1ZiqG.png) \ No newline at end of file +![Smelting Recipe](https://i.imgur.com/aU1ZiqG.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/tile-entities-inventory-gui.md b/site/tutorials/forge-modding-112/tile-entities-inventory-gui.md index bb06d74..e008caf 100644 --- a/site/tutorials/forge-modding-112/tile-entities-inventory-gui.md +++ b/site/tutorials/forge-modding-112/tile-entities-inventory-gui.md @@ -319,4 +319,4 @@ We'll remove the code that prints messages to chat and replace it with a call to Now that we've finished, we can launch Minecraft, and once we shift right-click on the pedestal block, we can see and interact with our GUI: -![Pedestal GUI](http://i.imgur.com/0ajo2b2.png) \ No newline at end of file +![Pedestal GUI](https://i.imgur.com/0ajo2b2.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/tile-entities-inventory.md b/site/tutorials/forge-modding-112/tile-entities-inventory.md index 7e51d80..fa02664 100644 --- a/site/tutorials/forge-modding-112/tile-entities-inventory.md +++ b/site/tutorials/forge-modding-112/tile-entities-inventory.md @@ -182,7 +182,7 @@ The `IItemHandler` interface provides a couple methods that we can use for inter 3. `boolean simulate`: If true, no modification of the `IItemHandler`'s internal inventory will be performed. This is useful if you want to test if an interaction can be performed. 4. `ItemStack` return: The stack that was extracted from the inventory. -**Note:** If you want to know more about capabilities, you can checkout the [official Forge documentation](http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/) on the subject. +**Note:** If you want to know more about capabilities, you can checkout the [official Forge documentation](https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/) on the subject. ```java package net.shadowfacts.tutorial.block.pedestal; diff --git a/site/tutorials/forge-modding-112/tile-entities.md b/site/tutorials/forge-modding-112/tile-entities.md index 2847fc0..3299fd3 100644 --- a/site/tutorials/forge-modding-112/tile-entities.md +++ b/site/tutorials/forge-modding-112/tile-entities.md @@ -151,7 +151,7 @@ In a single player world, the client and the server are still decoupled, even th The `World.isRemote` field is used to check which logical side we're operating on (be it logical or physical). The field is `true` for the physical client in a multiplayer scenario and for the logical client in a single-player scenario. The reverse is also true. The field is `false` for the physical server in a multiplayer scenario and for the logical server in the single-player scenario. So by checking `!world.isRemote`, we ensure that the code inside the `if` statement will only be run on the server (be it logical or physical). -If you want to know more about sides in Minecraft and how they work, you can see [here](http://mcforge.readthedocs.io/en/latest/concepts/sides/) for the official Forge documentation. +If you want to know more about sides in Minecraft and how they work, you can see [here](https://mcforge.readthedocs.io/en/latest/concepts/sides/) for the official Forge documentation. ## The Tile Entity @@ -209,7 +209,7 @@ Additionally, in the `incrementCount` and `decrementCount` methods, we call the ### The NBT (Named Binary Tag) Format -NBT is a format for storing all types of data into a key/value tree structure that can easily be serialized to bytes and saved to the disk. You can read more about the internal structure of the NBT format [here](http://wiki.vg/NBT). You can look at the `NBTTagCompound` class in Minecraft to see all the types of things that can be stored. Vanilla code is also a good example of how to store more complex things in NBT. +NBT is a format for storing all types of data into a key/value tree structure that can easily be serialized to bytes and saved to the disk. You can read more about the internal structure of the NBT format [here](https://wiki.vg/NBT). You can look at the `NBTTagCompound` class in Minecraft to see all the types of things that can be stored. Vanilla code is also a good example of how to store more complex things in NBT. In this case, we'll store our `count` integer field with the `count` key in the `NBTTagCompound` in the `writeToNBT` method and read it back from the tag compound in the `readFromNBT` method. @@ -254,6 +254,6 @@ public class ModBlocks { Now that we've got everything done, we can run Minecraft, grab one of our counters from our creative tab, place it, and see how the counter changes when the top and bottom of the block are right-clicked. -![Click on the top](http://i.imgur.com/zD1x2m0.png) +![Click on the top](https://i.imgur.com/zD1x2m0.png) -![Click on the bottom](http://i.imgur.com/UCqVJSI.png) \ No newline at end of file +![Click on the bottom](https://i.imgur.com/UCqVJSI.png) \ No newline at end of file diff --git a/site/tutorials/forge-modding-112/tools.md b/site/tutorials/forge-modding-112/tools.md index bc481a9..0e32339 100644 --- a/site/tutorials/forge-modding-112/tools.md +++ b/site/tutorials/forge-modding-112/tools.md @@ -105,7 +105,7 @@ And lastly, we'll add a localization entry for the sword. item.copper_sword.name=Copper Sword ``` -![Copper Sword](http://i.imgur.com/ye5yMy4.png) +![Copper Sword](https://i.imgur.com/ye5yMy4.png) ## Pickaxe Let's create an `ItemPickaxe` class in the `item.tool` package of our mod. This class will extend the vanilla `ItemPickaxe`. @@ -186,7 +186,7 @@ Lastly, we'll need a localization entry for the pick. item.copper_pickaxe.name=Copper Pickaxe ``` -![Copper Pickaxe](http://i.imgur.com/FsbvVur.png) +![Copper Pickaxe](https://i.imgur.com/FsbvVur.png) ## Axe First off, we'll need an `ItemAxe` class that extends the vanilla `ItemAxe` class. @@ -271,7 +271,7 @@ Lastly, we'll need a localization entry for our axe. item.copper_axe.name=Copper Axe ``` -![Copper Axe](http://i.imgur.com/5E3vjTo.png) +![Copper Axe](https://i.imgur.com/5E3vjTo.png) ## Shovel Firstly we'll create an `ItemShovel` class that extends the vanilla `ItemSpade` class. @@ -353,7 +353,7 @@ We'll also need a localization entry for our shovel. item.copper_shovel.name=Copper Shovel ``` -![Copper Shovel](http://i.imgur.com/l1VMi6L.png) +![Copper Shovel](https://i.imgur.com/l1VMi6L.png) ## Hoe Let's create an `ItemHoe` class that extends the vanilla `ItemHoe` class. @@ -429,4 +429,4 @@ Lastly, we'll need a localization entry for our hoe. item.copper_hoe.name=Copper Hoe ``` -![Copper Hoe](http://i.imgur.com/8PZ3MdD.png) +![Copper Hoe](https://i.imgur.com/8PZ3MdD.png) diff --git a/site/tutorials/forge-modding-112/world-generation-ore.md b/site/tutorials/forge-modding-112/world-generation-ore.md index a1d92ee..6101867 100644 --- a/site/tutorials/forge-modding-112/world-generation-ore.md +++ b/site/tutorials/forge-modding-112/world-generation-ore.md @@ -143,4 +143,4 @@ Now, if you create a new world and search around for a bit, you'll bet able to f You may want to play around with the vein size and chances settings until you achieve the desired concentration of ore per chunk. -![Copper Ore generating in the world](http://i.imgur.com/jfeYvi0.png) +![Copper Ore generating in the world](https://i.imgur.com/jfeYvi0.png)