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What mods register: content the hosts make into the game’s.

Structs§

Armor
A piece of armor: its slot and material, whole.
Block
A block: its properties, shape, sound group (whole), states, kind.
Content
Everything the hosts register.
Dimension
A dimension: its id and definition (yog-dimensions).
Font
A Yog font as the game’s text takes it: one cell per character, rows of them in the PNG, its baseline ascent GUI pixels down a cell height high.
Hangs
What an item hangs on a block’s side: an entity of a hanging type, width×height blocks.
Inventory
An inventory: its slots where its layout puts them, its background, and — a machine’s — its ingredients’ and result’s slots.
InventorySlot
A slot: where it is (x, y), and the item ids and #tags it takes (none: anything).
Item
An item: its stack, durability, fuel, food, tool or armor (materials whole), what it’s worn as or hangs, and whether it opens a book.
Machine
A machine’s ingredients’ slots and its result’s (the recipe is the runtime’s to find).
Recipe
A recipe in Yog’s own format.
Register
Content of kind (item, block, recipe, book, … — yog_ids::kind) named id, its definition as Yog Data (binary): the runtime keeps it for the hosts. One service for every kind — new kinds need nothing new.
Tool
A tool: its kind (pickaxe…, or a mineable tag id), its material, and its own attack where it gives one — else the game’s tool it attacks as (game_tool), which the host reads the game’s numbers off.