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Stages of a Test

Structure Placement

When a test begins to run, the game will place the structure associated with the test in the world. This happens before the first tick. The structure name is derived from the name of the class containing the test method (converted to lower case), separated by a period from the lower case method name. The method name can be overriden by specifying the name in the template parameter of the @GameTest annotation.

Examples:

Test is defined in class mypackage.MyTests, method testABC, no template is specified: The structure name is minecraft:mymod.testabc (without Fabric), or mymod:mytests.testabc (with Fabric and mod id mymod).

@shartte
shartte / !README.md
Last active September 8, 2021 20:37

APIs made possible by Interface Injection and Global Access Wideners

CriterionRegistry

Current API

Replaced (along the Accessor) fully by:

@shartte
shartte / textures.md
Last active September 18, 2020 22:21 — forked from yueh/textures.md
AE2 Retexturing

Quartz vs certus

Nether quartz vs certus. Only mentioning for now

**Gimpansor: ** I'd second that the border on the chiseled and pillar variations should probably be less pronounced to make them look better when stacked. The block version matches the Quartz Block. What's being compared in the image is Vanilla's "Smooth Quartz Block", while our block matches Vanilla's "Block of Quartz".

Quartz bricks

Certus quartz bricks?

import asyncio
from typing import List
import aiohttp
from prometheus_client.core import GaugeMetricFamily, CounterMetricFamily, REGISTRY
import time
from connect_box import ConnectBox, DownstreamChannel, UpstreamChannel
loop = asyncio.get_event_loop()
{
"version": 1,
"functions": [
{
"symbol": "Filament_Colors_Cct",
"namespace": "Colors",
"short_name": "Cct",
"return_type": null,
"parameters": [
{
{
"version": 1,
"functions": [
{
"symbol": "Filament_Colors_Cct",
"namespace": "Colors",
"short_name": "Cct",
"return_type": null,
"parameters": [
{
@shartte
shartte / ControllerTESR.java
Created August 13, 2016 10:54
FastTESR solution to fullbright overlay rendering
/**
* This TESR will render just the light overlay (powered on) or conflict light overlay (conflicted) as
* a full-bright overlay to the normal controller block. Fullbright here means that no lighting is applied,
* or rather, the overlay always appears as if it was fully lit, regardless of ambient lighting.
*/
@SideOnly(Side.CLIENT)
public class ControllerTESR extends FastTESR<TileController> implements AdditionalModelsTESR {
private static final ModelResourceLocation MODEL_BLOCK_LIGHTS
DiceTest: 10d20+15
025: 0
026: 0
027: 0
028: 0
029: 0
030: 0
031: 0
032: 0
033: 0