From 44f43fe1034e71ac9d0af875fc93761baa3d448a Mon Sep 17 00:00:00 2001 From: coolmint204 <44332093+coolmint204@users.noreply.github.com> Date: Tue, 6 Nov 2018 08:41:25 -0500 Subject: [PATCH] Visual fix of code display (#24944) Increased code area in visualization, as it missed a line. --- guide/english/game-development/minecraft-forge/index.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/guide/english/game-development/minecraft-forge/index.md b/guide/english/game-development/minecraft-forge/index.md index 360da93f9c..448276dc9c 100644 --- a/guide/english/game-development/minecraft-forge/index.md +++ b/guide/english/game-development/minecraft-forge/index.md @@ -22,7 +22,7 @@ Next up is picking your IDE (integrated development environment). Eclipse? `grad Hold your horses. There's much more to it. You'll have to texture an item of course, add code and so much more! In this article we'll only look at some simple sample code which I also use for my own mods. Here it is! -` +``` @Mod.EventBusSubscriber @Mod(modid = Version.MOD_ID, name = Version.MOD_NAME, version = Version.VERSION) public class TheMod { @@ -57,6 +57,6 @@ public class TheMod { proxy.postInit(event); } } -` +``` Use this code as you please, make sure you edit for instance the proxy strings and more! This should give you a basic overview of what a basic mod class looks like.