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fix spelling mistakes
- fix `don't` - change `<mod id>` and similar to `mod-id` or `mod_id` - fix #263 - add `processSidebarURLs: false`
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.vitepress/sidebars/develop.ts

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items: [
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{
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text: "Fabric API GitHub",
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processSidebarURLs: false,
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translatable: false,
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link: "https://github.com/FabricMC/fabric",
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},
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{
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text: "Yarn GitHub",
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processSidebarURLs: false,
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translatable: false,
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link: "https://github.com/FabricMC/yarn",
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},
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{
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text: "Loom GitHub",
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processSidebarURLs: false,
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translatable: false,
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link: "https://github.com/FabricMC/fabric-loom",
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},

.vitepress/sidebars/versioned/1.20.4.json

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"items": [
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{
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"text": "Fabric API GitHub",
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"processSidebarURLs": false,
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"translatable": false,
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"link": "https://github.com/FabricMC/fabric"
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},
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{
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"text": "Yarn GitHub",
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"processSidebarURLs": false,
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"translatable": false,
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"link": "https://github.com/FabricMC/yarn"
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},
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{
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"text": "Loom GitHub",
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"processSidebarURLs": false,
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"translatable": false,
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"link": "https://github.com/FabricMC/fabric-loom"
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}

.vitepress/sidebars/versioned/1.21.json

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"items": [
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{
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"text": "Fabric API GitHub",
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"processSidebarURLs": false,
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"translatable": false,
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"link": "https://github.com/FabricMC/fabric"
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},
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{
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"text": "Yarn GitHub",
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"processSidebarURLs": false,
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"translatable": false,
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"link": "https://github.com/FabricMC/yarn"
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},
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{
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"text": "Loom GitHub",
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"processSidebarURLs": false,
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"translatable": false,
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"link": "https://github.com/FabricMC/fabric-loom"
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}

.vitepress/transform.ts

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// TODO: "twitter:site"?
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];
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// Dont index the page if it's a versioned page.
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// Don't index the page if it's a versioned page.
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if (pageData.filePath.includes("versions")) {
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tags.push(["robots", "noindex"]);
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}

.vitepress/update.ts

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@@ -127,7 +127,7 @@ import players from "./sidebars/players";
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for (const file of versionedMarkdownFiles) {
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const content = fs.readFileSync(file, "utf-8");
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// Replace all instances of @/reference/latest/ with @/reference/oldVersion/
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// Replace all instances of /reference/latest with /reference/oldVersion
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const newContent = content.replace(
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/\/reference\/latest/g,
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`/reference/${oldVersion}`

README.md

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@@ -4,4 +4,5 @@ This repository contains the source code for the Fabric Documentation website, w
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## Contributing
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Please refer to the [contribution guidelines](./contributing) for more information.
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<!-- markdownlint-disable-next-line search-replace -->
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Please refer to the [contribution guidelines](./contributing.md) for more information.

develop/blocks/blockstates.md

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You can probably see why they are useful - they avoid the need to store NBT data in a block entity - reducing the world size, and preventing TPS issues!
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Blockstate definitions are found in the `assets/<mod id here>/blockstates` folder.
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Blockstate definitions are found in the `assets/mod-id/blockstates` folder.
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## Example: Pillar Block {#pillar-block}
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Pillar blocks have two textures, top and side - they use the `block/cube_column` model.
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As always, with all block textures, the texture files can be found in `assets/<mod id here>/textures/block`
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As always, with all block textures, the texture files can be found in `assets/mod-id/textures/block`
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<DownloadEntry visualURL="/assets/develop/blocks/blockstates_0_large.png" downloadURL="/assets/develop/blocks/condensed_oak_log_textures.zip">Textures</DownloadEntry>
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---
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::: info
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Remember, blockstate files can be found in the `assets/<mod id here>/blockstates` folder, the name of the blockstate file should match the block ID used when registering your block in the `ModBlocks` class. For instance, if the block ID is `condensed_oak_log`, the file should be named `condensed_oak_log.json`.
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Remember, blockstate files can be found in the `assets/mod-id/blockstates` folder, the name of the blockstate file should match the block ID used when registering your block in the `ModBlocks` class. For instance, if the block ID is `condensed_oak_log`, the file should be named `condensed_oak_log.json`.
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For a more in-depth look at all the modifiers available in the blockstate files, check out the [Minecraft Wiki - Models (Block States)](https://minecraft.wiki/w/Tutorials/Models#Block_states) page.
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:::
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@[code](@/reference/latest/src/main/resources/assets/fabric-docs-reference/blockstates/prismarine_lamp.json)
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::: tip
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Dont forget to add an [Item Model Description](../items/first-item#creating-the-item-model-description) for the block so that it will show in the inventory!
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Don't forget to add an [Item Model Description](../items/first-item#creating-the-item-model-description) for the block so that it will show in the inventory!
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:::
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---

develop/blocks/first-block.md

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## Adding Block Translations {#adding-block-translations}
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To add a translation, you must create a translation key in your translation file - `assets/<mod id here>/lang/en_us.json`.
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To add a translation, you must create a translation key in your translation file - `assets/mod-id/lang/en_us.json`.
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Minecraft will use this translation in the creative inventory and other places where the block name is displayed, such as command feedback.
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## Models and Textures {#models-and-textures}
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All block textures can be found in the `assets/<mod id here>/textures/block` folder - an example texture for the "Condensed Dirt" block is free to use.
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All block textures can be found in the `assets/mod-id/textures/block` folder - an example texture for the "Condensed Dirt" block is free to use.
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<DownloadEntry visualURL="/assets/develop/blocks/first_block_1.png" downloadURL="/assets/develop/blocks/first_block_1_small.png">Texture</DownloadEntry>
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To make the texture show up in-game, you must create a block model which can be found in the `assets/<mod id here>/models/block/condensed_dirt.json` file for the "Condensed Dirt" block. For this block, we're going to use the `block/cube_all` model type.
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To make the texture show up in-game, you must create a block model which can be found in the `assets/mod-id/models/block/condensed_dirt.json` file for the "Condensed Dirt" block. For this block, we're going to use the `block/cube_all` model type.
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@[code](@/reference/latest/src/main/generated/assets/fabric-docs-reference/models/block/condensed_dirt.json)
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For the block to show in your inventory, you will need to create an [Item Model Description](../items/first-item#creating-the-item-model-description) that points to your block model. For this example, the item model description for the "Condensed Dirt" block can be found at `assets/<mod id here>/items/condensed_dirt.json`.
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For the block to show in your inventory, you will need to create an [Item Model Description](../items/first-item#creating-the-item-model-description) that points to your block model. For this example, the item model description for the "Condensed Dirt" block can be found at `assets/mod-id/items/condensed_dirt.json`.
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@[code](@/reference/latest/src/main/generated/assets/fabric-docs-reference/items/condensed_dirt.json)
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For the example block, which doesn't have a complex blockstate, only one entry is needed in the definition.
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This file should be located in the `assets/mod_id/blockstates` folder, and its name should match the block ID used when registering your block in the `ModBlocks` class. For instance, if the block ID is `condensed_dirt`, the file should be named `condensed_dirt.json`.
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This file should be located in the `assets/mod-id/blockstates` folder, and its name should match the block ID used when registering your block in the `ModBlocks` class. For instance, if the block ID is `condensed_dirt`, the file should be named `condensed_dirt.json`.
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@[code](@/reference/latest/src/main/generated/assets/fabric-docs-reference/blockstates/condensed_dirt.json)
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## Adding Block Drops {#adding-block-drops}
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When breaking the block in survival, you may see that the block does not drop - you might want this functionality, however to make your block drop as an item on break you must implement its loot table - the loot table file should be placed in the `data/<mod id here>/loot_table/blocks/` folder.
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When breaking the block in survival, you may see that the block does not drop - you might want this functionality, however to make your block drop as an item on break you must implement its loot table - the loot table file should be placed in the `data/mod-id/loot_table/blocks/` folder.
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::: info
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For a greater understanding of loot tables, you can refer to the [Minecraft Wiki - Loot Tables](https://minecraft.wiki/w/Loot_table) page.

develop/data-generation/recipes.md

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To finish setup, add this provider to your `DataGeneratorEntrypoint` within the `onInitializeDataGenerator` method.
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@[code lang=java transclude={30-30}](@/reference/latest/src/client/java/com/example/docs/datagen/FabricDocsReferenceDataGenerator.java)
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@[code lang=java transclude={31-31}](@/reference/latest/src/client/java/com/example/docs/datagen/FabricDocsReferenceDataGenerator.java)
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## Shapeless Recipes {#shapeless-recipes}
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develop/entities/damage-types.md

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### Custom Death Message {#custom-death-message}
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You can define a death message for the damage type in the format of `death.attack.<message_id>` in our
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You can define a death message for the damage type in the format of `death.attack.message_id` in our
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mod's `en_us.json` file.
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```json

develop/entities/effects.md

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### Translations {#translations}
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Like any other translation, you can add an entry with ID format `"effect.<mod-id>.<effect-identifier>": "Value"` to the
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Like any other translation, you can add an entry with ID format `"effect.mod-id.effect-identifier": "Value"` to the
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language file.
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```json

develop/items/custom-armor.md

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### Equipment Asset Registry Key {#equipment-asset-registry-key}
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Whilst we dont have to register our `ArmorMaterial` to any registries, the game will use this to find the relevant textures for our armor, it's generally good practice to store any registry keys as constants.
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Even though we don't have to register our `ArmorMaterial` to any registries, it's generally good practice to store any registry keys as constants, as the game will use this to find the relevant textures for our armor.
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@[code transcludeWith=:::material_key](@/reference/latest/src/main/java/com/example/docs/item/armor/GuiditeArmorMaterial.java)
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Previously, we created a `RegistryKey<EquipmentAsset>` constant called `GUIDITE_ARMOR_MATERIAL_KEY` which we passed into our `ArmorMaterial` constructor. It's recommended to name the texture similarly, so in our case, `guidite.png`
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- `assets/<mod_id>/textures/entity/equipment/humanoid/guidite.png` - Contains upper body and boot textures.
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- `assets/<mod_id>/textures/entity/equipment/humanoid_leggings/guidite.png` - Contains legging textures.
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- `assets/mod-id/textures/entity/equipment/humanoid/guidite.png` - Contains upper body and boot textures.
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- `assets/mod-id/textures/entity/equipment/humanoid_leggings/guidite.png` - Contains legging textures.
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<DownloadEntry downloadURL="/assets/develop/items/example_armor_layer_textures.zip">Guidite Armor Model Textures</DownloadEntry>
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If you're updating to 1.21.4 from an older version of the game, the `humanoid` folder is where your `layer0.png` armor texture goes, and the `humanoid_leggings` folder is where your `layer1.png` armor texture goes.
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Next, you'll need to create an associated equipment model definition. These go in the `/assets/<mod_id>/equipment/` folder.
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Next, you'll need to create an associated equipment model definition. These go in the `/assets/mod-id/equipment/` folder.
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The `RegistryKey<EquipmentAsset>` constant we created earlier will determine the name of the JSON file. In this case, it'll be `guidite.json`.
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![Working armor model on player](/assets/develop/items/armor_3.png)
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<!-- TODO: A guide on creating equipment for dyeable armor could prove useful. -->
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<!-- TODO: A guide on creating equipment for dyeable armor could prove useful. -->

develop/items/custom-data-components.md

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There are a few things here worth noting. On the first and fourth lines, you can see a `?`. This will be replaced with the type of your component's value. We'll fill this in soon.
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Secondly, you must provide an `Identifier` containing the intended ID of your component. This is namespaced with your mod's mod ID.
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Secondly, you must provide an `Identifier` containing the intended ID of your component. This is namespaced with your mod's ID.
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Lastly, we have a `ComponentType.Builder` that creates the actual `ComponentType` instance that's being registered. This contains another crucial detail we will need to discuss: your component's `Codec`. This is currently `null` but we will also fill it in soon.
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}
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```
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Don't forget to update your lang file (`/assets/<mod id>/lang/en_us.json`) and add these two lines:
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Don't forget to update your lang file (`/assets/mod-id/lang/en_us.json`) and add these two lines:
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```json
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{

develop/items/custom-item-groups.md

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@[code transcludeWith=:::_12](@/reference/latest/src/main/java/com/example/docs/item/ModItems.java)
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<hr />
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---
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You should see the item group is now in the creative inventory menu. However, it is untranslated - you must add a translation key to your translations file - similarly to how you translated your first item.
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develop/items/first-item.md

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The item currently doesn't have a translation, so you will need to add one. The translation key has already been provided by Minecraft: `item.mod_id.suspicious_substance`.
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Create a new JSON file at: `src/main/resources/assets/<mod id here>/lang/en_us.json` and put in the translation key, and its value:
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Create a new JSON file at: `src/main/resources/assets/mod-id/lang/en_us.json` and put in the translation key, and its value:
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```json
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{
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## Adding a Texture and Model {#adding-a-texture-and-model}
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To give your item a texture and model, simply create a 16x16 texture image for your item and save it in the `assets/<mod id here>/textures/item` folder. Name the texture file the same as the item's identifier, but with a `.png` extension.
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To give your item a texture and model, simply create a 16x16 texture image for your item and save it in the `assets/mod-id/textures/item` folder. Name the texture file the same as the item's identifier, but with a `.png` extension.
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For example purposes, you can use this example texture for `suspicious_substance.png`
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You're going to create a simple `item/generated` model, which takes in an input texture and nothing else.
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Create the model JSON in the `assets/<mod id here>/models/item` folder, with the same name as the item; `suspicious_substance.json`
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Create the model JSON in the `assets/mod-id/models/item` folder, with the same name as the item; `suspicious_substance.json`
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## Creating the Item Model Description {#creating-the-item-model-description}
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Minecraft doesn't automatically know where your item's model files can be found, we need to provide an item model description.
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Minecraft doesn't automatically know where your items' model files can be found, we need to provide an item model description.
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Create the item description JSON in the `assets/mod-id/items`, with the same file name as the identifier of the item: `suspicious_substance.json`.
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@[code](@/reference/latest/src/main/generated/assets/fabric-docs-reference/items/suspicious_substance.json)
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### Breaking Down the Item Model Description JSON {#breaking-down-the-item-model-description-json}
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- `model`: This is the property that contains the reference to our model.
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- `type`: This is the type of our model. For most items, this should be `minecraft:model`
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- `model`: This is the model's identifier. It should have this form: `<mod id here>:item/<item name here>`
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- `model`: This is the model's identifier. It should have this form: `mod-id:item/item_name`
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Your item should now look like this in-game:
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<!-- In the future, an entire section on recipes and recipe types should be created. For now, this suffices. -->
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If you want to add a crafting recipe for your item, you will need to place a recipe JSON file in the `data/<mod id here>/recipe` folder.
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develop/rendering/particles/creating-particles.md

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## Creating a JSON File and Adding Textures {#creating-a-json-file-and-adding-textures}
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You will need to create 2 folders in your `resources/assets/<mod id here>/` folder.
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You will need to create 2 folders in your `resources/assets/mod-id/` folder.
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| Folder Path | Explanation |
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| -------------------- | ------------------------------------------------------------------------------------ |
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```mcfunction
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/particle fabric-docs-reference:sparkle_particle ~ ~1 ~
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```
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![Showcase of the particle](/assets/develop/rendering/particles/sparkle-particle-showcase.png)

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