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API for adding new sign types

See original GitHub issue

The vanilla game is not very open to new types of signs being added. However, doing so is something quite a few mods will want to do, so it should be added to fapi.

I’ve added a single new sign to the game using vanilla systems. Terraform also does something similar. Here’s what I had to do:

  • Add an invoker to SignType.register() and use it to add my SignType
  • Inject into TexturedRenderLayers.getSignTextureId() to add the namespace to the texture path
  • Make BlockEntityType.Builder.blocks not final EDIT: See #684
  • Inject into BlockEntityType.Builder ctor and replace the ImmutableSet with a HashSet
  • Add an accessor to BlockEntityType.blocks and use it to add my sign and wall sign

Issue Analytics

  • State:open
  • Created 3 years ago
  • Comments:7 (4 by maintainers)

github_iconTop GitHub Comments

2reactions
ghostcommented, Jun 12, 2020

Imho, this seems out of the scope of Fabric API. The goal of Fabric API is not the be the behemoth that some other modding frameworks are, but simply near the bare minimum necessary to develop on the platform and allow mods to play nice with one another. The fact that multiple mods can already add sign types without a conflict and that there are libraries like Terraform available for the job indicate that it is not necessary for Fabric API to have such an api.

0reactions
i509VCBcommented, Oct 15, 2020

Discussion a while ago in discord led to the conclusion that the existing sign block entity is not extensible enough to handle this. Player’s suggestion was to whip up a your own sign.

Fabric API may look into a generic sign access interface for these types of modded signs, the shape of that API will need further discussion.

Read more comments on GitHub >

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