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feat(docs): Update concepts section
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ChampionAsh5357 committed Dec 14, 2024
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4 changes: 2 additions & 2 deletions docs/concepts/events.md
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Expand Up @@ -197,12 +197,12 @@ Then, during `InterModProcessEvent`, you can use `InterModComms#getMessages` to

Next to the lifecycle events, there are a few miscellaneous events that are fired on the mod event bus, mostly for legacy reasons. These are generally events where you can register, set up, or initialize various things. Most of these events are not ran in parallel in contrast to the lifecycle events. A few examples:

- `RegisterColorHandlersEvent.Block`, `.Item`, `.ColorResolvers`
- `RegisterColorHandlersEvent.Block`, `.ItemTintSources`, `.ColorResolvers`
- `ModelEvent.BakingCompleted`
- `TextureAtlasStitchedEvent`

:::warning
Most of these events are planned to be moved to the main event bus in a future version.
Most of these events are planned to be moved to the game event bus in a future version.
:::

[modbus]: #event-buses
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5 changes: 4 additions & 1 deletion docs/concepts/registries.md
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Expand Up @@ -236,7 +236,10 @@ public static void registerDatapackRegistries(DataPackRegistryEvent.NewRegistry
// May be null. If null, registry entries will not be synced to the client at all.
// May be omitted, which is functionally identical to passing null (a method overload
// with two parameters is called that passes null to the normal three parameter method).
Spell.CODEC
Spell.CODEC,
// A consumer which configures the constructed registry via the RegistryBuilder.
// May be omitted, which is functionally identical to passing builder -> {}.
builder -> builder.maxId(256)
);
}
```
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