# CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

## Project Overview

Custom Ore Gem is a Minecraft **NeoForge** 1.21.1 mod (mod ID: `custom_ore_gen`) that modifies ore distribution and adds Diamond Shard-tier tools and armor. This is an **MCreator project** - code in `src/main/java` is partially regenerated on each build.

**Note**: This mod replaces vanilla ore distribution with custom biome-based ore generation. For full functionality, it's recommended to use with KubeJS to remove vanilla ores (manual setup required).

## Build Commands

```bash
# Build the mod (generates .jar in build/libs/)
./gradlew build

# Run client for testing
./gradlew runClient

# Run server for testing
./gradlew runServer

# Clean build artifacts
./gradlew clean

# Generate resources (data generation for assets/resources)
./gradlew runData
```

The built JAR is named `custom_ore_gen-{version}.jar` and appears in `build/libs/`.

## Architecture

### MCreator Workflow

This project uses MCreator. Files marked with `MCreator note: This file will be REGENERATED on each build.` at the top will be completely overwritten on each build. These include:
- `src/main/java/net/mcreator/customoregen/init/CustomOreGenModBlocks.java`
- `src/main/java/net/mcreator/customoregen/init/CustomOreGenModItems.java`
- `src/main/java/net/mcreator/customoregen/init/CustomOreGenModTabs.java`

**Protected User Code Blocks**: Only `CustomOreGenModItems.java` contains protected user code blocks:

```java
// Start of user code block custom items
// End of user code block custom items
```

**Always preserve code between these markers** when editing. All custom items (Ore Biome Finder, Shard Diamond armor, Paxel) are registered in this section.

### Package Structure

```
net.mcreator.customoregen/
├── CustomOreGenMod.java          # Main mod class, registers event bus
├── OresCommand.java              # /ores command implementation
├── ShardDiamondArmorMaterial.java # Armor material class for Shard Diamond armor
├── block/                        # Ore block classes (17 blocks)
├── item/                         # Items (Diamond Shard, tools, armor, Paxel, OreBiomeFinder)
├── config/                       # NeoForge configuration system (ModConfigs.java)
├── procedures/                   # Game logic (ConfigurableOreDropsProcedure, OreexperienceProcedure)
└── init/
    ├── CustomOreGenModBlocks.java  # Block registry (deferred register)
    ├── CustomOreGenModItems.java   # Item registry (REGENERATED)
    └── CustomOreGenModTabs.java    # Creative tabs registry
```

### Ore Generation System

The mod uses **NeoForge** biome modifiers to distribute ores based on biome temperature tags. The architecture:

1. **Biome Tags** (`src/main/resources/data/custom_ore_gen/tags/worldgen/biome/`):
   - `cold_biomes.json` - Cold biomes (lapis, concentrated diamond)
   - `hot_biomes.json` - Hot biomes (pure gold, copper, redstone)
   - `mountain_biomes.json` - Mountain biomes (high emerald)
   - `rare_biomes.json` - Rare biomes (lower emerald)
   - `tempered_biomes.json` - Temperate biomes (iron, concentrated coal)
   - BOP biomes are included with `"required": false` for optional compatibility

2. **Biome Modifiers** (`src/main/resources/data/custom_ore_gen/forge/biome_modifier/`):
   - Each ore has a JSON file linking it to biome tags
   - Special case: `deepslatesharddiamondore_biome_modifier.json` uses `"type": "forge:any"` for all biomes
   - **JSON Structure**:
     ```json
     {
       "type": "forge:add_features",
       "biomes": "custom_ore_gen:cold_biomes",  // or {"type": "forge:any"} for all biomes
       "features": "custom_ore_gen:deepslatesharddiamondore",
       "step": "underground_ores"
     }
     ```

3. **Worldgen Features** (`src/main/resources/data/custom_ore_gen/worldgen/`):
   - `configured_feature/` - Defines ore vein size and height range
   - `placed_feature/` - Places the feature in the world with vertical anchors

### Diamond Shard Progression Tier

Diamond Shards are an intermediate tier between Iron and Diamond:

- **Items**: Diamond Shard (`diamondshard`) - craft 9 shards into 1 diamond
- **Tools**: Pickaxe, Shovel, Axe (200 durability), Paxel (1000 durability, combines all three)
- **Armor**: Helmet (3), Chestplate (7), Leggings (5), Boots (2) - Total 17 protection, 1060 durability
- **Repair**: All Diamond Shard equipment uses Diamond Shards

### Configuration System

Located in `src/main/java/net/mcreator/customoregen/config/`:

- `ModConfigs.java` - NeoForge configuration with 4 nested config classes: `OreGenConfig`, `ToolStatsConfig`, `DropsConfig`, `FeatureToggleConfig`
- `ConfigHelper.java` - Utility class for accessing config values
- Generated config file: `config/custom_ore_gen-common.toml` (created on first run)

**Current Implementation Status**:
- **⚠️ Tool Stats**: Config classes exist in `ModConfigs.java`, but tools currently have hardcoded values (e.g., `SharddiamondpickaxeItem.java:18` has `return 200` for durability). Config reading not yet implemented.
- **⚠️ Ore Drops**: `ConfigurableOreDropsProcedure.java` exists but requires MCreator integration to link to block loot tables
- **⚠️ Feature Toggles**: Defined in `FeatureToggleConfig` but not yet wired to block/item registration conditional logic
- **⚠️ Ore Generation**: Config values exist but worldgen JSON files still use hardcoded values

### Ore Biome Finder

The `OreBiomeFinderItem` (`item/OreBiomeFinderItem.java`) and `/ores` command (`OresCommand.java`) detect which mod tags apply to the current biome and list findable ores.

**Implementation Details**:
- Uses `TagKey.create(Registries.BIOME, ResourceLocation.fromNamespaceAndPath("custom_ore_gen", "..."))` to define biome tags
- Checks `level.getBiome(pos()).is()` to test tag membership
- Displays biome ID, applicable tags, and ore list with height ranges
- Hardcoded ore lists by category (COLD_ORES, HOT_ORES, etc.) in `OreBiomeFinderItem.java`

## Adding a New Ore

To add a new ore type (requires MCreator for full integration):

1. **Create the block** in MCreator with proper properties (sound type, harvest level, etc.)
2. **Add loot table** at `src/main/resources/data/custom_ore_gen/loot_tables/blocks/{orename}.json`
3. **Add configured_feature** JSON in `src/main/resources/data/custom_ore_gen/worldgen/configured_feature/`
4. **Add placed_feature** JSON in `src/main/resources/data/custom_ore_gen/worldgen/placed_feature/`
5. **Create biome_modifier** JSON in `src/main/resources/data/custom_ore_gen/forge/biome_modifier/` linking to a biome tag (or create a new tag in `tags/worldgen/biome/`)
6. **Add BOP entries** (optional) to appropriate biome tag JSON files with `"required": false` wrapper
7. **Update `OreBiomeFinderItem.java`** to add the new ore to the appropriate category list

## User Code Sections

When editing MCreator-generated files, only modify code between:
```java
// Start of user code block [section_name]
// End of user code block [section_name]
```

For example, in `CustomOreGenModItems.java` (lines 67-78):
```java
// Start of user code block custom items
public static final Supplier<Item> ORE_BIOME_FINDER = REGISTRY.register("ore_biome_finder", () -> new OreBiomeFinderItem());
// ... armor, paxel registrations
// End of user code block custom items
```

**Important**: Custom items like the Ore Biome Finder, Shard Diamond armor, and Paxel are registered in this protected section and will survive MCreator rebuilds.

## Biomes O' Plenty Integration

The mod includes BOP biome support through biome tag entries. BOP biomes are wrapped with:
```json
{
  "id": "biomesoplenty:biome_name",
  "required": false
}
```

The `"required": false` flag ensures the game doesn't crash if BOP isn't installed. When adding new BOP biomes, add them to the appropriate category tag JSON files in `tags/worldgen/biome/`.

## Testing

After making changes:
1. Run `./gradlew build` to verify compilation
2. Run `./gradlew runClient` to test in-game
3. Check logs in `run/logs/` for errors

## Important Notes

### README Disclaimer
The `README.md` file contains outdated information referring to Forge 1.20.1. The current codebase uses **NeoForge 1.21.1**. Always trust `gradle.properties` and this file for accurate version information.

### Recipe Compatibility
The mod includes recipes for:
- **Mekanism**: Enriching recipes for concentrated ores and shard diamond
- **Create**: Crushing and milling recipes for ore processing
- **Sculk Catalyst**: Diamond shard to sculk catalyst conversion

### Version Information
- **Minecraft**: 1.21.1
- **NeoForge**: 21.1.219 (defined in `gradle.properties` as `neo_version`)
- **Java**: 21 (configured via Java toolchain in build.gradle)
- **Mod Version**: 3.0 (defined in `gradle.properties` as `mod_version`)

### Mod Registration Order
In `CustomOreGenMod` constructor, registration order is:
1. `CustomOreGenModBlocks.REGISTRY.register(modEventBus)` - Blocks must be registered first
2. `CustomOreGenModItems.REGISTRY.register(modEventBus)` - Items depend on blocks for BlockItems
3. `CustomOreGenModTabs.REGISTRY.register(modEventBus)` - Creative tabs depend on items

### Server Work Queue Pattern
The mod includes a server tick work queue (`CustomOreGenMod.java:52-69`) for deferring execution:
- `queueServerWork(int tick, Runnable action)` - Schedule work to run after N server ticks
- Only executes on server thread (`SidedThreadGroups.SERVER`)
- Processed during `ServerTickEvent.Post`
- Use this for operations that need to happen after a delay or during gameplay

### DeferredRegister Pattern
All registries use NeoForge's `DeferredRegister.create(Registries.X, CustomOreGenMod.MODID)` pattern. This is the modern NeoForge 1.21 registration method replacing the old Forge registry system.

### NeoForge 1.21 Tool Tier Implementation
When creating custom tool items (Tier), you must implement `getIncorrectBlocksForDrops()`:
- Returns `TagKey<Block>` or `null`
- If `null`, all blocks can be dropped (current implementation in `SharddiamondpickaxeItem.java:38-40`)
- This replaces the old Forge 1.20 `getTier()` and incorrect blocks logic
