:::steps
- First step
111 - Second step
111 - Third step
111
:::
:::tabs
@tab Tab 1
1
@tab Tab 2
1
:::
+++ Click to expand
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:::steps
:::tabs
@tab Tab 1
1
@tab Tab 2
1
:::
+++ Click to expand
Hidden content here
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没有教程的话,哇达西?
public class AaaJava() {
// How to write jvav????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
}
public class AaaJava() {
// How to write jvav????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
}
function EvilKotlin () {
// How to write Kotlin??
}
def zakoPython ():
# How to write python??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
你好 吗
嘻嘻
额
我也不知道为什么这个是Improtant.
嗯
这个确实像Warning.
哦
还算像Info吧
H2O
E=mc2 嘻嘻
cool
问答区请不要发表无效内容。
测试
翻了一下Forge原生的有这些
public static final RegistryObject<Codec<NoneBiomeModifier>> NONE_BIOME_MODIFIER_TYPE = BIOME_MODIFIER_SERIALIZERS.register("none", () -> Codec.unit(NoneBiomeModifier.INSTANCE));
/**
* Stock biome modifier for adding features to biomes.
*/
public static final RegistryObject<Codec<AddFeaturesBiomeModifier>> ADD_FEATURES_BIOME_MODIFIER_TYPE = BIOME_MODIFIER_SERIALIZERS.register("add_features", () ->
RecordCodecBuilder.create(builder -> builder.group(
Biome.LIST_CODEC.fieldOf("biomes").forGetter(AddFeaturesBiomeModifier::biomes),
PlacedFeature.LIST_CODEC.fieldOf("features").forGetter(AddFeaturesBiomeModifier::features),
Decoration.CODEC.fieldOf("step").forGetter(AddFeaturesBiomeModifier::step)
).apply(builder, AddFeaturesBiomeModifier::new))
);
/**
* Stock biome modifier for removing features from biomes.
*/
public static final RegistryObject<Codec<RemoveFeaturesBiomeModifier>> REMOVE_FEATURES_BIOME_MODIFIER_TYPE = BIOME_MODIFIER_SERIALIZERS.register("remove_features", () ->
RecordCodecBuilder.create(builder -> builder.group(
Biome.LIST_CODEC.fieldOf("biomes").forGetter(RemoveFeaturesBiomeModifier::biomes),
PlacedFeature.LIST_CODEC.fieldOf("features").forGetter(RemoveFeaturesBiomeModifier::features),
new ExtraCodecs.EitherCodec<List<Decoration>, Decoration>(Decoration.CODEC.listOf(), Decoration.CODEC).<Set<Decoration>>xmap(
either -> either.map(Set::copyOf, Set::of), // convert list/singleton to set when decoding
set -> set.size() == 1 ? Either.right(set.toArray(Decoration[]::new)[0]) : Either.left(List.copyOf(set))
).optionalFieldOf("steps", EnumSet.allOf(Decoration.class)).forGetter(RemoveFeaturesBiomeModifier::steps)
).apply(builder, RemoveFeaturesBiomeModifier::new))
);
/**
* Stock biome modifier for adding mob spawns to biomes.
*/
public static final RegistryObject<Codec<AddSpawnsBiomeModifier>> ADD_SPAWNS_BIOME_MODIFIER_TYPE = BIOME_MODIFIER_SERIALIZERS.register("add_spawns", () ->
RecordCodecBuilder.create(builder -> builder.group(
Biome.LIST_CODEC.fieldOf("biomes").forGetter(AddSpawnsBiomeModifier::biomes),
// Allow either a list or single spawner, attempting to decode the list format first.
// Uses the better EitherCodec that logs both errors if both formats fail to parse.
new ExtraCodecs.EitherCodec<>(SpawnerData.CODEC.listOf(), SpawnerData.CODEC).xmap(
either -> either.map(Function.identity(), List::of), // convert list/singleton to list when decoding
list -> list.size() == 1 ? Either.right(list.get(0)) : Either.left(list) // convert list to singleton/list when encoding
).fieldOf("spawners").forGetter(AddSpawnsBiomeModifier::spawners)
).apply(builder, AddSpawnsBiomeModifier::new))
);
/**
* Stock biome modifier for removing mob spawns from biomes.
*/
public static final RegistryObject<Codec<RemoveSpawnsBiomeModifier>> REMOVE_SPAWNS_BIOME_MODIFIER_TYPE = BIOME_MODIFIER_SERIALIZERS.register("remove_spawns", () ->
RecordCodecBuilder.create(builder -> builder.group(
Biome.LIST_CODEC.fieldOf("biomes").forGetter(RemoveSpawnsBiomeModifier::biomes),
RegistryCodecs.homogeneousList(ForgeRegistries.Keys.ENTITY_TYPES).fieldOf("entity_types").forGetter(RemoveSpawnsBiomeModifier::entityTypes)
).apply(builder, RemoveSpawnsBiomeModifier::new))
);
biome_modifier
在这儿要是有生成器就好了,虽然不难。
这部分也许可以用一下,方便复制,下面的的确不用。
bro codeblock做全套啊。
code block
发送完整的错误报告或文件,但为了节省公共资源与更快的获取帮助,请使用https://mclo.gs/看看你的
WTF