@Override public void onInitialize() System.out.println("Energy Client initialized!");
Register in client initializer:
fabric.mod.json must include:
@Mixin(MinecraftClient.class) public class AttackMixin @Inject(method = "doAttack", at = @At("HEAD")) private void onAttack(CallbackInfoReturnable<Boolean> cir) if (this.player != null) EnergyComponent comp = EnergyClientMod.ENERGY.get(this.player); comp.onAttack();
// EnergyConfig.java public class EnergyConfig private static final Gson GSON = new GsonBuilder().setPrettyPrinting().create(); public int maxEnergy = 1000; public int genWalk = 2; public int genSprint = 5; public int costSprint = 3; public int costJump = 10; public int costAttack = 15; public int costBreak = 8; public static EnergyConfig load() File file = new File("config/energyclient.json"); if (file.exists()) try (Reader reader = new FileReader(file)) return GSON.fromJson(reader, EnergyConfig.class); catch (IOException e) e.printStackTrace(); EnergyConfig config = new EnergyConfig(); config.save(); return config; energy client minecraft
EnergyComponent energyComp = EnergyClientMod.ENERGY.get(client.player); int energy = energyComp.getEnergy(); int maxEnergy = energyComp.getMaxEnergy();
JumpMixin.java
Call EnergyCommand.register() in mod initializer. This gives you a fully functional energy system for Minecraft. Players must manage their energy to sprint, fight, and mine — adding survival depth and strategic gameplay. Extendable with generators, tools that require energy, or HUD animations.