Since Twitter doesn't have an edit button, it's a suitable host for JavaScript modules.
Source tweet: https://twitter.com/rauchg/status/712799807073419264
const leftPad = await requireFromTwitter('712799807073419264');
// The URL for each mod often changes based on the version you want. | |
// To find the correct URL, download the (DEOBFUSCATED!) mod from CurseForge, | |
// and look in your browser's download history to find the URL it came from. | |
// Use the numbers from that in place of the ones below | |
repositories { | |
ivy { | |
name "CoFHLib" | |
artifactPattern "http://addons-origin.cursecdn.com/files/2229/525/[module]-[revision].[ext]" | |
} |
def buildUrl = System.getenv().BUILD_URL | |
if (buildUrl != null) { | |
def auth = "<USER>:<APITOKEN>".getBytes().encodeBase64().toString() | |
def url = new URL("$buildUrl/api/xml?depth=20").openConnection() | |
url.setRequestProperty("Authorization", "Basic " + auth) | |
String data = url.getInputStream().text | |
def changelog = "" |
# Xcode | |
# | |
build/ | |
*.pbxuser | |
!default.pbxuser | |
*.mode1v3 | |
!default.mode1v3 | |
*.mode2v3 | |
!default.mode2v3 | |
*.perspectivev3 |
minecraft { | |
srgExtra "PK: com/typesafe/config my/mod/package/repackage/com/typesafe/config" | |
} | |
configurations { | |
external | |
compile.extendsFrom external | |
} | |
dependencies { |
# gradle | |
/.gradle | |
/build | |
# eclipse | |
/eclipse | |
/.settings | |
/.metdata | |
/.classpath | |
/.project |
//The lib can obviously be used from Java too | |
//Add jcenter repository (it's actually the gradle default) | |
//compile "uk.co.rx14.jmclaunchlib:jMCLaunchLib:0.2.3" | |
def instance = MCInstance.createForge( | |
"1.7.10", //Minecraft Version | |
"1.7.10-10.13.3.1408-1.7.10", //Forge version | |
"test/instance", //Caches directory | |
"test/launch", //Run directory | |
NullSupplier.INSTANCE //Credentials supplier (Supplier<Credential>) |
1. Setting up the environment - git, Gradle and base mod file. | |
2. My first things - an exploration of Items, Blocks, ItemBlocks (mebbe), and recipes | |
3. More interesting blocks - blocks that do things - redstone interactions, crops, maybe a simple fluid/block, things like that. | |
4. Witchcraft - advanced items - looking at the different ways to get items to do stuff, maybe make some tools and weapons? custom food? | |
5. Intro to Events - what can they do for me? | |
6. Configs - letting users have their way with your precious creation | |
7. Inventories and basic tile entities | |
8. Packets and preventing sync issues | |
9. Guis and Containers - when, how and why to use them. | |
10. Custom recipes (both crafting and machine) and NEI integration |
Since Twitter doesn't have an edit button, it's a suitable host for JavaScript modules.
Source tweet: https://twitter.com/rauchg/status/712799807073419264
const leftPad = await requireFromTwitter('712799807073419264');
// UICollectionView Objective-C example | |
- (void)viewWillAppear:(BOOL)animated { | |
[super viewWillAppear:animated]; | |
NSIndexPath *selectedIndexPath = [[self.collectionView indexPathsForSelectedItems] firstObject]; | |
if (selectedIndexPath != nil) { | |
id<UIViewControllerTransitionCoordinator> coordinator = self.transitionCoordinator; | |
if (coordinator != nil) { | |
[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) { |