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Difference between revisions of "Resources/1.16"
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== ResourceLocation == | == ResourceLocation == | ||
− | Minecraft identifies resources using <code><nowiki>ResourceLocation</nowiki></code>s. A <code><nowiki>ResourceLocation</nowiki></code> contains two parts: a namespace and a path. It generally points to the resource at <code><nowiki><assets|data>/<namespace>/<ctx>/<path></nowiki></code>, where <code><nowiki>ctx</nowiki></code> is a context-specific path fragment that depends on how the ResourceLocation is being used. When a <code><nowiki>ResourceLocation</nowiki></code> is written from/read as a string, it is seen as <code><nowiki><namespace>:<path></nowiki></code>. If the namespace and the colon are left out, then when the string is read into an ResourceLocation the namespace will almost always default to <code><nowiki>minecraft</nowiki></code>. A mod should put its resources into a namespace with the same name as its modid (E.g. a mod with id <code><nowiki>examplemod</nowiki></code> should place its resources in <code><nowiki><assets|data>/examplemod</nowiki></code>, and <code><nowiki>ResourceLocation</nowiki></code>s pointing to those files would look like <code><nowiki>examplemod:<path></nowiki></code>). This is not a requirement, and in some cases it can be desirable to use a different (or even more than one) namespace. <code><nowiki>ResourceLocation</nowiki></code>s are used outside the resource system, too, as they happen to be a great way to uniquely identify objects (e.g. [[Registration | + | Minecraft identifies resources using <code><nowiki>ResourceLocation</nowiki></code>s. A <code><nowiki>ResourceLocation</nowiki></code> contains two parts: a namespace and a path. It generally points to the resource at <code><nowiki><assets|data>/<namespace>/<ctx>/<path></nowiki></code>, where <code><nowiki>ctx</nowiki></code> is a context-specific path fragment that depends on how the ResourceLocation is being used. When a <code><nowiki>ResourceLocation</nowiki></code> is written from/read as a string, it is seen as <code><nowiki><namespace>:<path></nowiki></code>. If the namespace and the colon are left out, then when the string is read into an ResourceLocation the namespace will almost always default to <code><nowiki>minecraft</nowiki></code>. A mod should put its resources into a namespace with the same name as its modid (E.g. a mod with id <code><nowiki>examplemod</nowiki></code> should place its resources in <code><nowiki><assets|data>/examplemod</nowiki></code>, and <code><nowiki>ResourceLocation</nowiki></code>s pointing to those files would look like <code><nowiki>examplemod:<path></nowiki></code>). This is not a requirement, and in some cases it can be desirable to use a different (or even more than one) namespace. <code><nowiki>ResourceLocation</nowiki></code>s are used outside the resource system, too, as they happen to be a great way to uniquely identify objects (e.g. [[Registration/1.16|registries]]). |
== Important Directories == | == Important Directories == |
Latest revision as of 04:14, 27 July 2021
A resource is extra data used by the game, and is stored in a data file, instead of being in the code. Minecraft has two primary resource systems active: one on the client used for visuals such as models, textures, and localization called assets
, the other used for gameplay such as recipes and loot tables called data
. Resource packs control the former, while data packs control the latter.
When multiple resource packs or data packs are enabled, they are merged. Generally, files from packs at the top of the stack override those below; however, for certain files, such as localization files and tags, data is actually merged contentwise. Mods actually define resource and data packs too, in their resources
directories, but they are seen as subsets of the “Default” pack. Mod resource packs cannot be disabled, but they can be overridden by other resource packs. Mod datapacks can be disabled with the vanilla /datapack
command.
All resources should have snake case paths and filenames (lowercase, using “_” for word boundaries).
ResourceLocation
Minecraft identifies resources using ResourceLocation
s. A ResourceLocation
contains two parts: a namespace and a path. It generally points to the resource at <assets|data>/<namespace>/<ctx>/<path>
, where ctx
is a context-specific path fragment that depends on how the ResourceLocation is being used. When a ResourceLocation
is written from/read as a string, it is seen as <namespace>:<path>
. If the namespace and the colon are left out, then when the string is read into an ResourceLocation the namespace will almost always default to minecraft
. A mod should put its resources into a namespace with the same name as its modid (E.g. a mod with id examplemod
should place its resources in <assets|data>/examplemod
, and ResourceLocation
s pointing to those files would look like examplemod:<path>
). This is not a requirement, and in some cases it can be desirable to use a different (or even more than one) namespace. ResourceLocation
s are used outside the resource system, too, as they happen to be a great way to uniquely identify objects (e.g. registries).
Important Directories
Minecraft expects certain parts of your project to be in certain locations, such as textures and JSONs.
All locations and items covered in this page are relative to your ./src/main/resources/
directory.
General Files
mods.toml
The mods.toml
file is in the ./META-INF/
directory. This holds the basic information relating to your mod.
pack.mcmeta
The pack.mcmeta
file is in the current directory. This allows Minecraft to notice the assets provided by your mod.
Assets
The ./assets
folder holds all client related files for a specific user. These files are only specific to the computer they're on.
Blockstates
Blockstate definition files are in the JSON format and are in the ./assets/<modid>/blockstates/
folder.
Localizations
Localizations are plain-text files with the file extension .json
and the name being their language code in lowercase such as en_us
.
They are located in the ./assets/<modid>/lang/
folder.
Models
Model files are in JSON format and are located in ./assets/<modid>/models/block/
or ./assets/<modid>/models/item/
depending on whether they are for a block or an item, respectively.
Textures
Textures are in the PNG format and are located in ./assets/<modid>/textures/block/
or ./assets/<modid>/textures/item/
depending on whether they are for a block or an item, respectively. For other entries, they will be placed in their specified location within ./assets/<modid>/textures/
.
Data
The ./data
folder holds all server related files for a specific game file. These files are synced across the network from the hosting server location.
Advancements
Advancements are in JSON format and are located in ./data/<modid>/advancements/<group>/
where group
is the tab the advancement is part of.
Loot Tables
Loot tables are in JSON format and are located in ./data/<modid>/loot_tables/<group>/
where group
is the general object where the loot table drops from (e.g. a block's loot table is in blocks
).
Recipes
Recipes are in JSON format and are located in ./data/<modid>/recipes/
.
Tags
Tags are in JSON format and are located in ./data/<modid>/tags/<group>/
where group
is the registry object to create the tags for (e.g. an entity tag would be in entity_types
).