-
Notifications
You must be signed in to change notification settings - Fork 0
index
item_ids:
- guidenh:guide navigation: title: Root icon_texture: test1.png
Welcome to the world of , !
Keybinding Test: . Unbound key: .
You may need a door door!
Teleport!
This will be shown in the tooltip!Recipe boxes are rendered by NEI's native handlers — crafting table, furnace, brewing stand, etc. all show their own background/animation. Without NEI, we fall back to a built-in 3x3 crafting display.
The small icon in the top-left shows which "recipe pool" the entry belongs to (sourced from GuiRecipeTab.handlerMap).
Vanilla 3x3 crafting:
Furnace smelting:
Brewing stand:
Multi-recipe (RecipesFor returns all):
id now accepts modid:name[:meta[:nbt]]:
- Missing
metadefaults to0. -
32767,*, or any uppercase-letter token (e.g.W,ANY) acts as a wildcard. - An SNBT tail (beginning with
{) carries NBT data. - New filter attributes
handlerName(substring, case-insensitive),handlerId(overlay identifier, exact), andhandlerOrder(0-based index, applied after the two filters).
Anvil: the anvil handler is NEI's RepairRecipeHandler (overlay id "repair").
Crafting table — shaped:
Crafting table — shapeless:
Furnace smelting:
Fuel:
Brewing stand:
handlerOrder picks a single entry:
input / output / limit filters: input matches any ingredient slot, output matches the result slot, limit caps the rendered count. All three accept the full extended id syntax (wildcards included) and share a single recipe-iteration pass, so no extra cost relative to un-filtered rendering.
-
Planks → stick (the
inputfilter keeps only plank-sourced variants):
-
Any stick-fed recipe (
outputfilter selects torches):
-
input + outputcombined (only the concrete plank-source crafting-table entry):
-
Multi-value filter (comma-separated, OR semantics): both
inputandoutputaccept a list, and any hit counts.
-
Expression syntax:
,= OR,&= AND (all terms in a group must match),!prefix = NOT.
Redstone torch (stick AND redstone together):Stick recipes that do NOT use oak planks:
Meta wildcard / NBT id samples:
- Wildcard
*: wool (any color) - Wildcard
ANY: dye - Concrete meta: red wool
- Carrying NBT (bare identifiers can skip quotes in SNBT):
Relative path (test1.png in the same directory):

Inline image mixed with text: here
is an inline image.
<FloatingImage> now accepts width / height (pixels): giving one keeps the
aspect ratio; giving both stretches the image (ratio not preserved); giving
neither falls back to the default "natural / 4 + availableWidth clamp".
Fixed 64×64 (single dim, keeps ratio):
Forced 200×80 stretch (ratio not preserved):
Fixed height 40 (width derived):
256×96 (wide/short):
128×128 (square):
384×256 (large):
Inline <ItemImage> icons are nudged upward by ~2 pixels (scaled by scale) so their visual center lines up with the surrounding text baseline.
- Default offset (-2px): this line mixes diamond, apple and iron ingot.
- Disabled (
yOffset="0"): diamond, apple and iron ingot. - Larger offset (
yOffset="-4"): diamond, apple and iron ingot.
Values are pixels at
scale=1and are multiplied by the current scale at render time. The global default lives inLytItemImage.DEFAULT_INLINE_Y_OFFSETand can be mutated at guide-load time.
Hover any of the following:
- Item image:
- Block image:
- Recipe:
- 3D preview (hover blocks to see a white 1-pixel outline + block name):
Demonstrate the tooltip / click action combinations on the same item:
- Default (shows vanilla item tooltip):
-
Tooltip disabled (
noTooltip="true"): - ItemLink (hover shows item tooltip + click navigates to the item's page if indexed):
- Plain text link (hover shows target-page tooltip, click navigates): Go to sub-page example —— you can also place next to a link for decoration.
This verifies: (1) <ItemImage> renders the vanilla item tooltip on hover;
(2) noTooltip disables that tooltip; (3) <ItemLink> fires both tooltip & click navigation.
Verify different tooltip content types (hover to inspect):
Text tooltip (link title attribute -> TextTooltip):
- Plain text tooltip link
- Multi-line tooltip link
- Edge-adaptive tooltip test
ItemStack tooltip (item link -> ItemTooltip, reuses vanilla item tooltip):
- Regular item
- Food
- Enchanted item
- Potion
Item image tooltip (<ItemImage> / <BlockImage> also show vanilla item tooltip):
Recipe tooltip (each ingredient slot in a recipe can be hovered individually):
3D preview hover tooltip (hover a block to see its name + white outline):
Use <Tooltip label="..."> to wrap arbitrary MDX content as a hover trigger.
When hovering the trigger text, the tooltip box auto-sizes to fit its content
and flips against the screen edges like vanilla drawHoveringText.
Pure markdown rich text:
## Markdown heading A paragraph with **bold** and *italic* text.- List item 1
- List item 2
- List item 3
Embedded ItemStack / BlockImage:
Contains diamond and diamond block.Embedded recipe:
Furnace crafting recipe:Embedded 3D preview (fixed parameters; tooltip box auto-sizes):
Mixed rich content:
### Mixed content Some explanatory text, followed by an item and a recipe:Implemented tooltip types:
TextTooltip(plain text),ItemTooltip(vanilla item tooltip),ContentTooltip(arbitrary MDX rich content — see<Tooltip>above).
Place a diamond marker at any world coordinate inside a 3D preview. It uses diamond.png
(two 16×16 tiles — the right half is tinted by the color attribute and overlaid on the left
base). The diamond always faces the screen; hovering shows a semi-transparent white overlay
like vanilla ItemStack hover, while its compiled child content is rendered as a rich tooltip.
Example: activated beacon (3×3 diamond block base, beacon on top; marker hovers above the beacon and its tooltip contains a side 3D preview of the full beacon column plus colored text):
### Activated Beacon **Effect**: grants nearby players continuous buffs — speed / jump boost / resistance / strength / regeneration.Activation: a 3×3 / 5×5 / 7×7 / 9×9 pyramid of **diamond / iron / gold / emerald / netherite**
blocks beneath the beacon.
<GameScene width="160" height="128" zoom={5} interactive={false}>
<Block id="minecraft:diamond_block" x="-1" />
<Block id="minecraft:diamond_block" />
<Block id="minecraft:diamond_block" x="1" />
<Block id="minecraft:beacon" y="1" />
</GameScene>
<Color color="#AAFFAA">Tip</Color>: more pyramid tiers = more effect options; the beam color
is determined by stained glass placed in the beam path.
Chest, furnace (default facing south so its front is visible), redstone block, piston, beacon:
Furnaces in four facings:
Stairs / slabs / fence / trapdoor (non-full cubes):
<GameScene> / <Scene> new attributes:
-
perspective="isometric_north_east"/isometric_north_west"/up"— pick a yaw/pitch/roll preset; -
rotateX/rotateY/rotateZ— explicit per-axis overrides applied on top of the preset; -
offsetX/offsetY— screen-space pan (units: blocks); -
centerX/centerY/centerZ— explicit world-space rotation center (overrides auto-center).
NE vs NW preset:
Top-down view (up):
offsetX / offsetY pan (right scene offset by +2 / +1 blocks):
Without color, the diamond should default to bright green (compare against an explicit red diamond):
All three annotation kinds live in world space, can be toggled with the scene's Show/Hide annotations button (when hidden they are neither drawn nor pickable for tooltips), and use their children as a rich-text hover tooltip.
-
BoxAnnotationacceptsmin="x y z"/max="x y z"(floats) for an arbitrary AABB. -
BlockAnnotationaccepts a singlepos="x y z"(integers); shorthand for a 1×1×1 box. -
LineAnnotationacceptsfrom="x y z"/to="x y z"(floats) for a line segment.
All three support color="#AARRGGBB" or "#RRGGBB", thickness in pixel units (default 1), and alwaysOnTop to draw above other geometry.
<Row>
<ItemImage id="minecraft:iron_ingot" scale="2" />
Iron ingot — smelt iron ore in a furnace.
</Row>
<RecipeFor id="minecraft:iron_ingot" handlerId="smelting" />
<RecipeFor id="minecraft:gold_block" />
<GameScene width="160" height="96" zoom={5} perspective="isometric_north_east" interactive={false}>
<Block id="minecraft:iron_block" />
<Block id="minecraft:gold_block" x="1" />
<DiamondAnnotation pos="0.5 1.2 0.5" color="#ffd24c">Endpoint A</DiamondAnnotation>
<DiamondAnnotation pos="1.5 1.2 0.5" color="#ee3333">Endpoint B</DiamondAnnotation>
</GameScene>
<ImportStructure src="..." /> expands an external structure file into the surrounding <GameScene>. The declared file format matches SNBT (1.7.10's stock JsonToNBT: pos:[0,1,2] is recognized as IntArray automatically; the modern [I; ...] typed-array prefix is not supported and must be omitted). Gzipped or uncompressed binary NBT also work. Schema is {size, palette, blocks}; each block entry may carry meta and an optional nbt compound (the latter must include the vanilla TileEntity id field, e.g. "Chest"). Optional x/y/z attributes translate the whole structure.
This example references assets/example_structure.snbt: a 5×3×5 cobblestone platform with a glowstone center, four corner stairs in different facings (meta=2/3), two stone slabs (meta=0 bottom, meta=8 top), two upward-facing torches (meta=5), and a chest pre-filled with diamonds, iron, redstone and bread via TileEntity NBT.
```
{pos:[2,1,2], state:4, meta:3, nbt:{id:"Chest", Items:[
{Slot:0b, id:"minecraft:diamond", Count:5b, Damage:0s},
{Slot:1b, id:"minecraft:iron_ingot", Count:32b, Damage:0s},
...
]}}
```
The region wand defaults to the SNBT mode and exports a structure compatible with <ImportStructure> on sneak + right-click. Right-click in air to toggle between snbt and the legacy blocks mode that emits an inline <GameScene><Block .../>...</GameScene>.
- Markdown inline mix: bold / italic /
strike/code/ link