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Rewrite generators in Rust
The motivation for this issue is the fact that I am going to have to redo a few of them, so I figured I might as well rewrite them all in Rust so that they can be easier to update and use. I've already rewritten the Inventory generator and created a small framework to rewrite the rest, and I'm hoping to have that done by the end of the weekend.
Implement #395
I was planning to implement an effects struct, but i need the enum of effect types. Could you add it in your generators?
I am eventually going to need a generator for minecraft command syntax. The one i wrote in python was never merged, although i was able to add a generator for Prismarine/minecraft-data, so that we don't require the minecraft.jar
List of generators
- Blocks
- Items
- Loot tables
- Recipes
- Block collision shapes
- Effects
- Foods
- Noteblock/instrument
- Language embedded as a
AHashMap<String, String> - Windows
Should enchantments with their max levels and incompatible enchantments/items be generated too?
Probably a good idea.
are all the generators implemented?
I have started a library for modelling the data from PrismarineJs in rust. It's slow going but eventually we can have a single library for loading and combining their data. Contributions are welcome.
Small update, we have added structs for every type of data in Prismarine, and we are able to generate the biomes.