Expand description
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,
rowsof them in the PNG, its baselineascentGUI pixels down a cellheighthigh. - Hangs
- What an item hangs on a block’s side: an entity of a hanging type,
width×heightblocks. - Inventory
- An inventory: its slots where its layout puts them, its background, and — a machine’s — its ingredients’ and result’s slots.
- Inventory
Slot - A slot: where it is (
x, y), and the item ids and#tagsit 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) namedid, 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.