{"id":15162283,"url":"https://github.com/teammoegmc/frostedheart","last_synced_at":"2025-08-02T05:08:19.338Z","repository":{"id":37049385,"uuid":"376473839","full_name":"TeamMoegMC/FrostedHeart","owner":"TeamMoegMC","description":"Core mod for The Winter Rescue","archived":false,"fork":false,"pushed_at":"2025-07-23T16:44:26.000Z","size":40580,"stargazers_count":19,"open_issues_count":77,"forks_count":19,"subscribers_count":2,"default_branch":"1.20","last_synced_at":"2025-07-23T18:32:44.694Z","etag":null,"topics":["frostpunk","minecraft","minecraft-forge-mod","minecraft-mod"],"latest_commit_sha":null,"homepage":"","language":"Java","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"gpl-3.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/TeamMoegMC.png","metadata":{"files":{"readme":"README.md","changelog":"changelog.txt","contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null}},"created_at":"2021-06-13T07:50:42.000Z","updated_at":"2025-07-23T16:44:30.000Z","dependencies_parsed_at":"2024-01-17T09:48:48.871Z","dependency_job_id":"6322ccf7-61a7-4819-aef0-a3e5aea43084","html_url":"https://github.com/TeamMoegMC/FrostedHeart","commit_stats":{"total_commits":1904,"total_committers":13,"mean_commits":"146.46153846153845","dds":"0.39548319327731096","last_synced_commit":"b0d7e3edfca95b1dad0a8fb0574cd4cb0b66b09e"},"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/TeamMoegMC/FrostedHeart","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/TeamMoegMC%2FFrostedHeart","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/TeamMoegMC%2FFrostedHeart/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/TeamMoegMC%2FFrostedHeart/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/TeamMoegMC%2FFrostedHeart/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/TeamMoegMC","download_url":"https://codeload.github.com/TeamMoegMC/FrostedHeart/tar.gz/refs/heads/1.20","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/TeamMoegMC%2FFrostedHeart/sbom","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":268338244,"owners_count":24234540,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","status":"online","status_checked_at":"2025-08-02T02:00:12.353Z","response_time":74,"last_error":null,"robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":true,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["frostpunk","minecraft","minecraft-forge-mod","minecraft-mod"],"created_at":"2024-09-27T01:22:10.386Z","updated_at":"2025-08-02T05:08:19.330Z","avatar_url":"https://github.com/TeamMoegMC.png","language":"Java","funding_links":[],"categories":[],"sub_categories":[],"readme":"# Frosted Heart \n- The Core Mod of The Winter Rescue\n- Issues should go to the [TWR Issue Tracker](https://github.com/TeamMoegMC/The-Winter-Rescue/issues)\n\nThis Mod is where most of the contents of The Winter Rescue\nare implemented. It is a NeoForge mod for Minecraft 1.20.1.\n\nCore APIs:\n- [Create](https://www.curseforge.com/minecraft/mc-mods/create)\n- [Immersive Engineering](https://www.curseforge.com/minecraft/mc-mods/immersive-engineering)\n- [FTB Teams](https://www.curseforge.com/minecraft/mc-mods/ftb-teams)\n\nContent integration:\n- [Tetra](https://www.curseforge.com/minecraft/mc-mods/tetra)\n- [Curios](https://www.curseforge.com/minecraft/mc-mods/curios)\n- [Just Enough Items](https://www.curseforge.com/minecraft/mc-mods/jei)\n- [FTB Chunks](https://www.curseforge.com/minecraft/mc-mods/ftb-chunks)\n- [FTB Quests](https://www.curseforge.com/minecraft/mc-mods/ftb-quests)\n\nLibraries:\n- [Flywheel](https://www.curseforge.com/minecraft/mc-mods/flywheel)\n- [MUtils](https://www.curseforge.com/minecraft/mc-mods/mutils)\n- [FTB Library](https://www.curseforge.com/minecraft/mc-mods/ftb-library)\n- [Architectury](https://www.curseforge.com/minecraft/mc-mods/architectury-forge)\n\nThe following are written for anyone who wishes to join the\ndevelopment of this exciting project. \n\n## Getting Started\n\nBefore anything, join the \n[discord channel](https://discord.gg/BWn6E94)\nand let any dev team member know. If you don't use Discord,\nsend a PR or issue.\n\nTo get started, you need to have a working Forge development\nenvironment. Install Java 17 JDK, and import the project into\nyour IDE. You can use IntelliJ IDEA, Eclipse, or any other\nIDE that supports Gradle. You should be familar with Forge before \ncontributing. There are extensive tutorials, below are some:\n- [Forge Documentation](https://mcforge.readthedocs.io/en/1.16.x/)\n- [Boson Tutorial](https://boson-english.v2mcdev.com/introduction/intro.html)\n- [Minecraft by Example](https://github.com/TheGreyGhost/MinecraftByExample)\n- [Boson Chinese](https://boson.v2mcdev.com/)\n\nOnce setup, you can run the following commands in the project:\n\n`gradle runclient` or `./gradlew runclient` will start the game.\n\n`gradle build` or `./gradlew build` will build the mod.\n\n## Package organization\n\nThe philosophy is that topic matters more than functionality.\nSo our package is organized by topic, instead of functionality\nor type of code constructs. But there are still some exceptions,\nso here's an overview:\n\n### Core packages\n\n- `bootstrap`: Contains all type of registry and startup operations. `client` package for client or rendering registry. `common` package for most common registy. `reference` package for registries that are not part of built in registry such as datapack reference.\n- `util`: The util package contains *utility* classes that are\n  used throughout the project.\n- `content`: The content package contains the game *content*,\nor more precisely game mechanics and systems. It is divided by\nsubtopics, such as `agriculture`, `town`, `steamenergy`. If you\nwant to add a new game mechanic, this is the place to put it.\n  (maybe we should name as `mechanics` instead of `content`?)\n- `infrastructure`: The infrastructure package contains the\n  infrastructure of the game, such as commands, data, gen, config.\n- `compat`: Compatibility for other mods.\n- `mixin`: Mixin classes.\n- `events`: General events for initialization or compatibility, which does not belong to any content packs.\n\n### Initializers\nThe rest packages are what's normally called *initializer* classes,\nand are organized by type of code constructs.\nThey are used to actually initialize the contents. \nYou will probably need to initialize your block classes \ncreated in `content` as objects in `FHBlocks` for example.\n\n### Entry points\n\nFinally, we have what we call the *entry point* classes. \nThese are very like the `main` functions in Java applications.\nThere are two types of entry points:\n\n- Registry entry points: where you actually tell Minecraft to \nregister the objects you initialized into the game registry. \nFor example, you will need to register your blocks.\n- Event entry points: where you actually tell Minecraft to\ndo something when a certain event happens.\nFor example, you can let Minecraft tick the town you created\nin a server tick event.\n\nDepending on each type of content you are adding, you will need\nto use either \n- `FHMain.java` where most registry entry points are located, or\n- `events` where both registry and other event handling happens.\n\n## Create your contribution\n\nNow, you've know the basic structure, you can start contributing.\nMost of time, you will just be working with the `content` or\n`foundation` package. Know type of contribution you are making:\n- If it is part of a self-contained new game mechanic, system, or\nanything that can be organized as a topic, \nyou should put it in `content`.\nIf the topic is new, create a new subpackage.\nIf not, put it in the existing subpackage.\nThen, you should initialize it in the corresponding initializer.\nFinally, use the entry points as needed. Examples:\n  - Adding a new crop: `content.agriculture`\n  - Adding a new town building: `content.town`\n  - Adding a new steam machine: `content.steamenergy`\n  - Adding gun system: create `content.gun`\n- If you create any utility classes during the process, put it in\n`util`.\n- If you create any functional classes, put it in the corresponding\nfunctional package.\n- Normally, you should not need to touch `base`.\n- Adding command? Put it in `infrastructure.commands`.\nBut if you need to add such abstract and system level classes,\nyou should put them there. But do not change existing classes\nwithout a good reason unless we discussed it.\n\n### For Artists\n\nIf you are an artist, you can contribute by creating textures,\nor models, schematics for structures, sounds, or music.\nYou should know how they are organized in the `assets` folder.\nYou can create a new subdirectory for your content, and put them\nin through GitHub or upload or other means. \nThen, you can create a PR to add them to the mod.\nIf you work with other developers, you can also let them\nupload the content for you.\n\n## Submit your contribution\n\nOnce you've done your contribution, you can submit it as a \nPull Request. Make sure you've tested your code before submitting.\nAlso, write a good description of what you've done, and why you've\ndone it. If you have any questions, feel free to ask in the PR or\nin the Discord channel.\n\n## Credits\n\nWe will credit all contributors in the mod's credit list in\n`mods.toml` and the GitHub page for `The Winter Rescue`.\n\nOnce you have created significant enough contribution\n(normally considered as five or more PRs, but varies on actual\nwork), you will be\nconsidered as a team member and be in the in-game credit page.\n\n## License\n\nGNU General Public License v3.0\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fteammoegmc%2Ffrostedheart","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fteammoegmc%2Ffrostedheart","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fteammoegmc%2Ffrostedheart/lists"}