leaving out turtle helmet for now because of complications relating to the effect application - I REALLY don't want to tick armour if I can avoid it, due to the performance concerns.
these are items that do nothing and/or are only used for crafting. As such they are simple to add.
Others will be added later on, but others require extra work and/or reverse engineering which I don't have time for now.
Totem usage can be detected using the MODIFIER_TOTEM constant of EntityDamageEvent.
This does not currently support using the totem in the offhand because offhand is not implemented yet.
This supports vanilla placement of paintings, with overlap and collision checking.
Paintings are removed when a block is placed inside them or if any of their supporting blocks are removed.
As per vanilla, a random painting is chosen from the largest subset that will fit into the given space.
Currently an ItemBlock is created for every Block requested, but this will need to change in the future (for Anvils because they have stupid bitshifts on the meta instead of a nice bitmask). This allows registering items in the ItemFactory with IDs lower than 256 and having them recognized.
These are never called accidentally, or at least it's highly unlikely to do so. It might be reasonable to throw exceptions for this, but for the meantime they are redundant - extra indentation for no good reason.
This also removes the $force parameter from BlockFactory::init().
Wanting initialized item factory does not require initializing the creative inventory. This is often useless and unwanted extra baggage (when this is used on threads for example).
the count parameter is useless since Item ctor should now only be used for constructing item _types_, not actual items. All item creations for inventories etc, should go through the ItemFactory.