PlateauLib

Quick rating

PlateauLib

No reviews yet

common code that I often using when create new mods

API/Library
Mod Loaders
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
3.3.11+26.1
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

PlateauLib

⚠️ Note: Development Hiatus

this lib are now extract as module similar to fabric api and mostly part are not stable enough it'll make many patch so I'll not update it until leklai stable


this mod exist due to many part of the code that I often usage such as text particle that allow render the number or text that just using one method and it work on both server , client side without need to write network, renderer stuff that task is boring and redundance if I do it many project this is the one example of it,

Attributes

attributes register, Since fabric are not gave the way to register attributes into player, livingentity yet it need to do manual via mixin so then I make the pre-load init similar to entity are build attributes without touch mixin example implement

package com.sypztep.leklai.common.init;

import com.sypztep.leklai.Leklai;
import com.sypztep.plateau.common.api.entity.AttributeTarget;
import com.sypztep.plateau.common.api.entity.PlateauAttributeEntrypoint;
import com.sypztep.plateau.common.api.entity.PlateauAttributeRegistry;
import net.minecraft.core.Holder;
import net.minecraft.world.entity.ai.attributes.Attribute;

public final class LeklaiEntityAttributes implements PlateauAttributeEntrypoint {
    public LeklaiEntityAttributes() {}
    // --- Core Stats ---
    public static final Holder<Attribute> HEALTH_REGEN = register("health_regen", 0.0, 0.0, Double.MAX_VALUE, AttributeTarget.LIVING);
    public static final Holder<Attribute> PASSIVE_HEALTH_REGEN = register("passive_health_regen", 0.0, 0.0, Double.MAX_VALUE, AttributeTarget.PLAYER);

    public static final Holder<Attribute> RESOURCE = register("resource", 0, 0.0, 10000000, AttributeTarget.PLAYER);
    public static final Holder<Attribute> RESOURCE_REGEN = register("resource_regen", 1, 0.0, 10000000, AttributeTarget.PLAYER);
    public static final Holder<Attribute> PASSIVE_RESOURCE_REGEN = register("passive_resource_regen", 0, 0.0, 10000000, AttributeTarget.PLAYER);
    public static final Holder<Attribute> RESOURCE_REGEN_RATE = register("resource_regen_rate", 8, -1, 10000000, AttributeTarget.PLAYER);

    // --- Combat Stats ---
    public static final Holder<Attribute> ACCURACY = register("accuracy", 0, 0.0, 2048.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> EVASION = register("evasion", 0, 0.0, 2048.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> CRIT_DAMAGE = register("crit_damage", 1, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> CRIT_CHANCE = register("crit_chance", 0.0, 0.0, 2.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> BACK_ATTACK = register("back_attack", 0.2, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> SPECIAL_ATTACK = register("special_attack", 0.0, 0.0, 10.24D, AttributeTarget.LIVING);

    // --- Combat Type Damage (Melee, Magic, Projectile) ---
    public static final Holder<Attribute> MELEE_ATTACK_DAMAGE_FLAT = register("melee_attack_damage_flat", 1, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> MELEE_ATTACK_DAMAGE_MULT = register("melee_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> MAGIC_ATTACK_DAMAGE_FLAT = register("magic_attack_damage_flat", 1, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> MAGIC_ATTACK_DAMAGE_MULT = register("magic_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> PROJECTILE_ATTACK_DAMAGE_FLAT = register("projectile_attack_damage_flat", 1, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> PROJECTILE_ATTACK_DAMAGE_MULT = register("projectile_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);

    // --- Combat Type Defense ---
    public static final Holder<Attribute> PROJECTILE_RESISTANCE = register("projectile_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> MELEE_RESISTANCE = register("melee_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> MAGIC_RESISTANCE = register("magic_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_PROJECTILE_REDUCTION = register("flat_projectile_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_MELEE_REDUCTION = register("flat_melee_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_MAGIC_REDUCTION = register("flat_magic_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);

    // --- Elemental Damage (Flat) ---
    public static final Holder<Attribute> NEUTRAL_ATTACK_DAMAGE_FLAT = register("neutral_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> FIRE_ATTACK_DAMAGE_FLAT = register("fire_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> COLD_ATTACK_DAMAGE_FLAT = register("cold_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> ELECTRIC_ATTACK_DAMAGE_FLAT = register("electric_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> WATER_ATTACK_DAMAGE_FLAT = register("water_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> WIND_ATTACK_DAMAGE_FLAT = register("wind_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> HOLY_ATTACK_DAMAGE_FLAT = register("holy_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> EARTH_ATTACK_DAMAGE_FLAT = register("earth_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> POISON_ATTACK_DAMAGE_FLAT = register("poison_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> SHADOW_ATTACK_DAMAGE_FLAT = register("shadow_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> GHOST_ATTACK_DAMAGE_FLAT = register("ghost_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
    public static final Holder<Attribute> UNDEAD_ATTACK_DAMAGE_FLAT = register("undead_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);

    // --- Elemental Multipliers (Affinity) ---
    public static final Holder<Attribute> NEUTRAL_ATTACK_DAMAGE_MULT = register("neutral_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FIRE_ATTACK_DAMAGE_MULT = register("fire_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> COLD_ATTACK_DAMAGE_MULT = register("cold_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> ELECTRIC_ATTACK_DAMAGE_MULT = register("electric_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> WATER_ATTACK_DAMAGE_MULT = register("water_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> WIND_ATTACK_DAMAGE_MULT = register("wind_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> HOLY_ATTACK_DAMAGE_MULT = register("holy_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> EARTH_ATTACK_DAMAGE_MULT = register("earth_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> POISON_ATTACK_DAMAGE_MULT = register("poison_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> SHADOW_ATTACK_DAMAGE_MULT = register("shadow_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> GHOST_ATTACK_DAMAGE_MULT = register("ghost_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
    public static final Holder<Attribute> UNDEAD_ATTACK_DAMAGE_MULT = register("undead_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);

    // --- Elemental Resistance ---
    public static final Holder<Attribute> NEUTRAL_RESISTANCE = register("neutral_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FIRE_RESISTANCE = register("fire_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> ELECTRIC_RESISTANCE = register("electric_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> WATER_RESISTANCE = register("water_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> WIND_RESISTANCE = register("wind_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> HOLY_RESISTANCE = register("holy_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> COLD_RESISTANCE = register("cold_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> EARTH_RESISTANCE = register("earth_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> POISON_RESISTANCE = register("poison_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> SHADOW_RESISTANCE = register("shadow_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> GHOST_RESISTANCE = register("ghost_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
    public static final Holder<Attribute> UNDEAD_RESISTANCE = register("undead_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);

    // --- Elemental Flat Reduction ---
    public static final Holder<Attribute> FLAT_NEUTRAL_REDUCTION = register("flat_neutral_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_FIRE_REDUCTION = register("flat_fire_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_ELECTRIC_REDUCTION = register("flat_electric_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_WATER_REDUCTION = register("flat_water_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_WIND_REDUCTION = register("flat_wind_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_HOLY_REDUCTION = register("flat_holy_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_COLD_REDUCTION = register("flat_cold_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_EARTH_REDUCTION = register("flat_earth_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_POISON_REDUCTION = register("flat_poison_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_SHADOW_REDUCTION = register("flat_shadow_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_GHOST_REDUCTION = register("flat_ghost_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
    public static final Holder<Attribute> FLAT_UNDEAD_REDUCTION = register("flat_undead_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);

    // --- Progression & Class Stats ---
    public static final Holder<Attribute> SPELL_POWER = register("spell_power", 1, 0.0, Double.MAX_VALUE, AttributeTarget.PLAYER);

    // --- Etc ---
    public static final Holder<Attribute> MAX_WEIGHT = register("max_weight", 400, 0D, 1000000, AttributeTarget.PLAYER);
    public static final Holder<Attribute> HEAL_EFFECTIVE = register("heal_effective", 0, -10.0D, 10.24D, AttributeTarget.LIVING);

    private static Holder<Attribute> register(String name, double fallback, double min, double max, AttributeTarget target) {
        return PlateauAttributeRegistry.register(Leklai.id(name), fallback, min, max, target);
    }
    @Override
    public void load() {

    }
}

and adding into one entry point in fabric.mod.json section entrypoints : ->

    "plateau_attributes": [
      "com.sypztep.leklai.common.init.LeklaiEntityAttributes"
    ]

and it done. I don't need to do register via mixin. so when minecraft version update I just update the api only the otherelse I don't need to do much magic stuff anymore

Post Process

since 26.1 it now mostly are datadriven in patchnote

Shaders & Post-process Effects Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.

so I made little helper to using share logic across project

UI

this one is for simple UI render component nothing much

Screenshots

Gallery

  • Icon
    Icon
  • Banner
    Banner Hope I don't get sued

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Downloads
Last Updated
CurseForge
Modrinth
Created
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works