Skip to content

Commit

Permalink
fix spelling mistakes
Browse files Browse the repository at this point in the history
  • Loading branch information
its-miroma committed Jan 15, 2025
1 parent 3e244d7 commit 3065c48
Show file tree
Hide file tree
Showing 14 changed files with 22 additions and 22 deletions.
2 changes: 1 addition & 1 deletion develop/blocks/first-block.md
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@ This file should be located in the `assets/mod_id/blockstates` folder, and its n
@[code](@/reference/latest/src/main/generated/assets/fabric-docs-reference/blockstates/condensed_dirt.json)

::: tip
Blockstates are incredibly complex, which is why they will be covered next in [their own seperate page](./blockstates).
Blockstates are incredibly complex, which is why they will be covered next in [their own separate page](./blockstates).
:::

Restarting the game, or reloading via <kbd>F3</kbd>+<kbd>T</kbd> to apply changes - you should be able to see the block texture in the inventory and physically in the world:
Expand Down
2 changes: 1 addition & 1 deletion develop/data-generation/advancements.md
Original file line number Diff line number Diff line change
Expand Up @@ -136,7 +136,7 @@ Run the datagen task again, and you've got your new advancement to play with!

This is all well and good, but what if we want to only grant an advancement once we've done something 5 times? And why not another one at 10 times? For this, we need to give our condition a parameter. You can stay with `UseToolCriterion`, or you can follow along with a new `ParameterizedUseToolCriterion`. In practice, you should only have the parameterized one, but we'll keep both for this tutorial.

Let's work bottom-up. We'll need to check if the requirements are met, so let's edit our `Condtions#requirementsMet` method:
Let's work bottom-up. We'll need to check if the requirements are met, so let's edit our `Conditions#requirementsMet` method:

@[code lang=java transcludeWith=:::datagen-advancements:new-requirements-met](@/reference/latest/src/main/java/com/example/docs/advancement/ParameterizedUseToolCriterion.java)

Expand Down
2 changes: 1 addition & 1 deletion develop/data-generation/setup.md
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,7 @@ Finally, we need to tell Fabric about the entrypoint in our `fabric.mod.json`:
// ...
],
"fabric-datagen": [ // [!code ++]
"com.exmaple.docs.datagen.FabricDocsReferenceDataGenerator" // [!code ++]
"com.example.docs.datagen.FabricDocsReferenceDataGenerator" // [!code ++]
] // [!code ++]
}
}
Expand Down
2 changes: 1 addition & 1 deletion develop/data-generation/tags.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ Make sure you've completed the [datagen setup](./setup) process first.

## Setup {#setup}

First, create your own class that `extends FabricTagProvider<T>`, where `T` is the type of thing you'd like to provide a tag for. This is your **provider**. Here we'll show how to create `Item` tags, but the same principal applies for other things. Let your IDE fill in the required code, then replace the `registryKey` constructor parameter with the `RegistryKey` for your type:
First, create your own class that `extends FabricTagProvider<T>`, where `T` is the type of thing you'd like to provide a tag for. This is your **provider**. Here we'll show how to create `Item` tags, but the same principle applies for other things. Let your IDE fill in the required code, then replace the `registryKey` constructor parameter with the `RegistryKey` for your type:

@[code lang=java transcludeWith=:::datagen-tags:provider](@/reference/latest/src/client/java/com/example/docs/datagen/FabricDocsReferenceItemTagProvider.java)

Expand Down
2 changes: 1 addition & 1 deletion develop/data-generation/translations.md
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ First, we'll make our **provider**. Remember, providers are what actually genera
@[code lang=java transcludeWith=:::datagen-translations:provider](@/reference/latest/src/client/java/com/example/docs/datagen/FabricDocsReferenceEnglishLangProvider.java)

::: info NOTE
You will need a different provider for each langauge you want to generate (eg. one `ExampleEnglishLangProvider` and one `ExamplePirateLangProvider`).
You will need a different provider for each language you want to generate (eg. one `ExampleEnglishLangProvider` and one `ExamplePirateLangProvider`).
:::

To finish setup, add this provider to your `DataGeneratorEntrypoint` within the `onInitializeDataGenerator` method.
Expand Down
2 changes: 1 addition & 1 deletion develop/getting-started/creating-a-project.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ Fabric provides an easy way to create a new mod project using the Fabric Templat

You can use the [Fabric Template Mod Generator](https://fabricmc.net/develop/template/) to generate a new project for your mod - you should fill in the required fields, such as the mod name, package name, and the Minecraft version that you want to develop for.

The package name should be lowercase, separated by dots, and unique to avoid conflicts with other programmers' packages. It is typically formatted as a reversed internet domain, such as `com.example.modid`.
The package name should be lowercase, separated by dots, and unique to avoid conflicts with other programmers' packages. It is typically formatted as a reversed internet domain, such as `com.example.mod-id`.

![Preview of the generator](/assets/develop/getting-started/template-generator.png)

Expand Down
2 changes: 1 addition & 1 deletion develop/getting-started/project-structure.md
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@ The `src/main/resources` folder is used to store the resources that your mod use

It's also the location of `fabric.mod.json` and any mixin configuration files that your mod uses.

Assets are stored in a structure that mirrors the structure of resource packs - for example, a texture for a block would be stored in `assets/modid/textures/block/block.png`.
Assets are stored in a structure that mirrors the structure of resource packs - for example, a texture for a block would be stored in `assets/mod-id/textures/block/block.png`.

## `src/client/resources` {#src-client-resources}

Expand Down
2 changes: 1 addition & 1 deletion develop/items/custom-armor.md
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ The `ArmorMaterial` constructor accepts the following parameters, in this specif
| --------- | ----------- |
| `durability` | The base durability of all armor pieces, this is used when calculating the total durability of each individual armor piece that use this material. This should be the base durability constant you created earlier. |
| `defense` | A map of `EquipmentType` (an enum representing each armor slot) to an integer value, which indicates the defense value of the material when used in the corresponding armor slot. |
| `enchantmentValue` | The "enchantibility" of armor items which use this material. |
| `enchantmentValue` | The "enchantability" of armor items which use this material. |
| `equipSound` | A registry entry of a sound event that is played when you equip a piece of armor which uses this material. For more information on sounds, check out the [Custom Sounds](../sounds/custom) page. |
| `toughness` | A float value which represents the "toughness" attribute of the armor material - essentially how well the armor will absorb damage. |
| `knockbackResistance` | A float value which represents the amount of knockback resistance the armor material grants the wearer. |
Expand Down
4 changes: 2 additions & 2 deletions develop/items/custom-item-interactions.md
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ A great example of these events being used can be found in the [Playing SoundEve

## The `use()` Event {#use-event}

Let's say you want to make an item that summons a lightning bolt infront of the player - you would need to create a custom class.
Let's say you want to make an item that summons a lightning bolt in front of the player - you would need to create a custom class.

@[code transcludeWith=:::1](@/reference/latest/src/main/java/com/example/docs/item/custom/LightningStick.java)

Expand All @@ -66,6 +66,6 @@ The `use` event is probably the most useful out of them all - you can use this e

As usual, you should register your item, add a model and texture.

As you can see, the lightning bolt should spawn 10 blocks infront of you - the player.
As you can see, the lightning bolt should spawn 10 blocks in front of you - the player.

<VideoPlayer src="/assets/develop/items/custom_items_0.webm" title="Using the Lightning Stick" />
2 changes: 1 addition & 1 deletion develop/items/custom-tools.md
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ The `ToolMaterial` constructor accepts the following parameters, in this specifi
| `durability` | The durability of all tools that are of this `ToolMaterial`. |
| `speed` | The mining speed of the tools that are of this `ToolMaterial`. |
| `attackDamageBonus` | The additional attack damage of the tools that are of this `ToolMaterial` will have. |
| `enchantmentValue` | The "Enchantibility" of tools which are of this `ToolMaterial`. |
| `enchantmentValue` | The "Enchantability" of tools which are of this `ToolMaterial`. |
| `repairItems` | Any items within this tag can be used to repair tools of this `ToolMaterial` in an anvil. |

If you're struggling to determine balanced values for any of the numerical parameters, you should consider looking at the vanilla tool material constants, such as `ToolMaterial.STONE` or `ToolMaterial.DIAMOND`.
Expand Down
12 changes: 6 additions & 6 deletions develop/sounds/dynamic-sounds.md
Original file line number Diff line number Diff line change
Expand Up @@ -164,7 +164,7 @@ In specific situations, a logical server side entity's properties can differ fro
If you notice that your values don't line up, make sure that your values are synchronized
either with entity's `TrackedData`, `BlockEntity` S2C packets or complete custom S2C network packets.

After you have finished creating your custom `SoundInstance` It's ready to be used anywhere as long as it's been executed on the client side using the sound manager.
After you have finished creating your custom `SoundInstance`, it's ready to be used anywhere as long as it's been executed on the client side using the sound manager.
In the same way, you can also stop the custom `SoundInstance` manually, if necessary.

@[code lang=java transcludeWith=:::2](@/reference/latest/src/client/java/com/example/docs/FabricDocsDynamicSound.java)
Expand All @@ -173,7 +173,7 @@ The sound loop will be played now only for the client, which ran that SoundInsta

This concludes the explanation of creating and using a simple custom `SoundInstance`.

## Advanced SoundInstances {#advanced-soundinstances}
## Advanced `SoundInstance`s {#advanced-soundinstances}

::: warning
The following content covers an advanced topic.
Expand Down Expand Up @@ -223,9 +223,9 @@ If you choose to create a new, more modular, custom `AbstractDynamicSoundInstanc
you may want to reference not only a single type of `Entity` but different ones, or even a `BlockEntity` too.

In that case, making use of abstraction is the key.
Instead of referencing e.g. a custom `BlockEntity` directly, only keeping track of an Interface, which provides the data, solves that problem.
Instead of referencing e.g. a custom `BlockEntity` directly, only keeping track of an interface, which provides the data, solves that problem.

Going forward we will make use of a custom Interface called `DynamicSoundSource`. It is implemented in all classes which want to make use of that dynamic sound functionality,
Going forward we will make use of a custom interface called `DynamicSoundSource`. It is implemented in all classes which want to make use of that dynamic sound functionality,
like your custom `BlockEntity`, Entities or even, using Mixins, on already existing classes, like `ZombieEntity`. It basically represents only the necessary data of the sound source.

@[code lang=java transcludeWith=:::1](@/reference/latest/src/main/java/com/example/docs/sound/DynamicSoundSource.java)
Expand All @@ -235,8 +235,8 @@ After creating this interface, make sure to implement it in the necessary classe
::: info
This is a utility, which may be used on both the client and the logical server side.

So this Interface should be stored in the common packages instead of the client only packages, if you make use of the
"split sources" option
So this interface should be stored in the common packages instead of the client only packages, if you make use of the
"split sources" option.
:::

### `TransitionState` Enum {#transitionstate-enum}
Expand Down
2 changes: 1 addition & 1 deletion develop/text-and-translations.md
Original file line number Diff line number Diff line change
Expand Up @@ -110,7 +110,7 @@ Furthermore, to deserialize a JSON text object into an actual `Text` class, agai

You may be familiar with Minecraft's formatting standards:

You can apply these formattings using the `Formatting` enum on the `MutableText` class:
You can apply these formatting styles using the `Formatting` enum on the `MutableText` class:

```java
MutableText result = Text.literal("Hello World!")
Expand Down
4 changes: 2 additions & 2 deletions players/faq.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,9 +19,9 @@ You should always check if mods are from a trustworthy source. Check out the [Fi

The majority of authors publish their mods to [Modrinth](https://modrinth.com/mods?g=categories:%27fabric%27) and [CurseForge](https://www.curseforge.com/minecraft/search?class=mc-mods&gameVersionTypeId=4), however some may choose to upload them on their personal websites, or on other platforms, such as a GitHub repository.

## Where Can I Find Premade Fabric Modpacks? {#where-can-i-find-premade-fabric-modpacks}
## Where Can I Find Pre-Made Fabric Modpacks? {#where-can-i-find-pre-made-fabric-modpacks}

You can find premade Fabric modpacks on a variety of platforms, such as:
You can find pre-made Fabric modpacks on a variety of platforms, such as:

- [Modrinth](https://modrinth.com/modpacks?g=categories:%27fabric%27)
- [CurseForge](https://www.curseforge.com/minecraft/search?class=modpacks&gameVersionTypeId=4)
Expand Down
4 changes: 2 additions & 2 deletions players/troubleshooting/crash-reports.md
Original file line number Diff line number Diff line change
Expand Up @@ -86,10 +86,10 @@ Mixins are a way for mods to modify the game without having to modify the game's

When a mixin crashes, it will usually mention the mixin in the stack trace, and the class that the mixin is modifying.

Method mixins will contain `modid$handlerName` in the stack trace, where `modid` is the mod's ID, and `handlerName` is the name of the mixin handler.
Method mixins will contain `mod-id$handlerName` in the stack trace, where `mod-id` is the mod's ID, and `handlerName` is the name of the mixin handler.

```:no-line-numbers
... net.minecraft.class_2248.method_3821$$$modid$handlerName() ... // [!code focus]
... net.minecraft.class_2248.method_3821$$$mod-id$handlerName() ... // [!code focus]
```

You can use this information to find the mod that caused the crash, and report the crash to the mod author.
Expand Down

0 comments on commit 3065c48

Please sign in to comment.