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deco-packs/README.md

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# Decocraft Pack Template
Universal addon pack for Decocraft. No Java code needed.
Single jar works on both NeoForge and Fabric.
## Quick Start
1. Clone this repo
2. Edit `gradle.properties` - change `mod_id`, `mod_name`, `mod_description`, `mod_authors`
3. Edit `settings.gradle` - change `rootProject.name`
4. Rename `src/main/resources/assets/decocraft/mypack.json` to your pack name
5. Update `decocraft.json` to point to your renamed file and `groups.json`
6. Edit `groups.json` to define your creative tabs
7. Add your content (see below)
8. `./gradlew build` - jar goes to `build/libs/`
The output jar contains both `fabric.mod.json` and `META-INF/neoforge.mods.toml`,
so it loads on either mod loader without separate builds.
## File Structure
```
assets/decocraft/
decocraft.json - manifest: lists groups.json + your content files
groups.json - creative tab definitions
mypack.json - block/item definitions
models/bbmodel/{model}.bbmodel - BlockBench 3D models
textures/block/{material}.png - block textures
textures/item/{material}.png - item/inventory textures
lang/en_us.json - display names + tab labels
```
All assets go under the `decocraft` namespace.
Blockstates, block models, item models, item definitions, and loot tables
are all generated dynamically at runtime by the main Decocraft mod.
You do NOT need to create these files.
## Per Block Checklist
For each block you add, you need:
| File | Purpose |
|------|---------|
| `mypack.json` | Entry in the `models` array |
| `models/bbmodel/{model}.bbmodel` | BlockBench 3D model |
| `textures/block/{material}.png` | Block texture |
| `textures/item/{material}.png` | Item texture |
| `lang/en_us.json` | `"block.decocraft.{decoref}": "Display Name"` |
That is it. Everything else is handled automatically.
## Manifest (decocraft.json)
Simple array listing files to load. Include `groups.json` first:
```json
[
"groups.json",
"mypack.json"
]
```
Decocraft merges manifests from all jars, so your pack's files are loaded
alongside the base decocraft files.
## Creative Tabs (groups.json)
Declare tabs with a translation key and icon block:
```json
{
"my_tab": { "label": "itemGroup.decocraft.my_tab", "icon": "some_block_id" }
}
```
Then add the display name in `lang/en_us.json`:
```json
"itemGroup.decocraft.my_tab": "Decocraft - My Tab"
```
The `icon` must match a block's `decoref` from your content JSON. Tabs from
all packs are merged. If the base decocraft already defines a tab key, your
blocks will appear in that existing tab.
## Content JSON Entry
```json
{
"name": "Display Name",
"model": "bbmodel_filename_without_extension",
"material": "texture_name",
"scale": 1.0,
"tabs": "your_tab_name",
"crafting_color": [50.0, 50.0, 50.0],
"decoref": "unique_block_id"
}
```
### Common Types
| type | behavior |
|------|----------|
| (empty/omitted) | Basic decoration block (default) |
| `"underlayer"` | Wall/floor mounted virtual overlay (paintings, carpets) |
| `"animated"` | Block with keyframe animations |
| `"rotatable"` | Block that places at 45 degree increments |
| `"bed"` | Sleepable bed |
| `"seat"` | Sittable block |
| `"chain"` | Chain/rope connector |
### Optional Fields
- `"hidden": true` - registered but not in creative tabs
- `"transparency": true` - translucent rendering
- `"passable": true` - no collision
- `"loot": "other_decoref"` - override what drops when broken
- `"flipbook": {"frametime": 4, "images": 6}` - animated texture
- `"script"` - tool_modelswitch, on_use, sounds, particles, etc.
### Model Switching (cycle variants with decobrush)
```json
"script": {
"tool_modelswitch": {
"link": "next_variant_id"
}
}
```
Chain the last variant back to the first to create a cycle.
## Full Documentation
See `json_documentation.md` in the main Decocraft mod for the complete
field reference with examples of every block type.
## Version Compatibility
Version ranges are open ended, so the pack works with any Decocraft 4.0+
on Minecraft 26.1+. Bump `decocraft_version` in `gradle.properties` if you
use features from a newer decocraft release.