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Thin Creator 3483 edited this page Apr 27, 2025 · 19 revisions

How to Enter into the CSV

All models will be in the following format ModID, EntryName, ModelType, ModelTextureName, ItemTextureName

Item What It Is
ModID This is the mods ID, and is what is utilized to make the directory's in the output
EntryName This is the internal name for the item for example planks would be the internal name for oak planks
ModelType This is the way to set the type of Model that you are trying to create
ModelTextureName This is essentially what sets the Model's Texture's if the model type has multiple than it needs to be split up by ; symbols without spaces
ItemTextureName This is optional but it is what sets the Item Texture for the newly added model or item.

Java Datagen:

How do I use this section? well all you need to do is split the ModelType with a ; for each property than input in the format specified for X property below, MOD ID is required for all datagens as nothing provided by this system is optional in present.

DISCLAIMER THIS IS SET UP SPECIFICALLY FOR NEO FORGE, IF YOU WOULD LIKE TO ADD IN A SYSTEM TO DATAGEN FOR THE OTHER MOD LOADERS OR COMMON ONE, MAKE A PR

IF YOU KNOW HOW TO ADD IN OTHER PROPERTIES TO THE CODE END EITHER DM ME OR MAKE A PR PLEASE!!

Cube/Cube_All (Not finished but whats shown should be implemented)

Section Name What the Property does Input Format Variable Type Required?
Mod ID This defines your mods identifier within the datagen, as well as your mods identifier in game. ModID: [Mod Id] String ✔️
Strength This defines your cubes strength Strength: [Strength] Float in the format of [int]f ✖️
Requires Correct Tool For Drops Defines whether your cube requires the proper tool to drop. RequiresCorrectToolForDrops: true bool; leave out if false ✖️
Sound This determines your blocks Sound Type Sound: [Block Name] SoundType specifically of a Block ✖️
No Collision This determines whether the blocks collisison should be off or not NoCollision: true bool; leave out if false ✖️
MapColor This determines what color the cube will look in maps MapColor: [List Value] MapColor ✖️
NoOcclusion This determines whether occlusion should be disabled; ability to see through a neighboring block if parts of its texture is transparent NoOcclusion: true bool; leave out if false ✖️
Friction This determines how slippery the cube is. Friction: [Friction] Float in the format of [int]f ✖️
Speed Factor This determines the cubes speed factor SpeedFactor: [Speed Factor] Float in the format of [int]f ✖️
Jump Factor This determines the cubes jump factor JumpFactor: [Jump Factor] Float in the format of [int]f ✖️
Light Level This sets the blocks emitted light level LightLevel: [Light Level] Int ✖️
Insta Break Sets whether the block can be instantly broken Instabreak: true Bool; leave out if false ✖️
Random Ticks Defines whether the cube will randomly tick RandomTicks: true Bool; leave out if false ✖️
Dynamic Shape Determines whether the cubes shape can change(?) DynamicShape: true Bool; leave out if false ✖️
No Loot Table Determines whether the cube has a loot table NoLootTable: true Bool; leave out if false ✖️

Items (NYI)

Section Name What the Property does Input Format Variable Type Required?
Mod ID This defines your mods identifier within the datagen, as well as your mods identifier in game. ModID: [Mod Id] String ✔️
No Combine Repair This sets whether the item can be combined with another item to repair it; if it had durability NoCombineRepair: true Bool; if false leave out ✖️
Food This determines what the item is as a food Food: (ExampleProperties:ExampleConsumable) (FoodProperties:Consumable) ✖️
Using Converts To Determines what the item changes into upon its uses running out UsingConvertsTo: Item Item ✖️
Use Cooldown Determines the cooldown the item has upon it being used UseCooldown: 2f Float; formatted as [int]f ✖️
Stacks To Determines the stack limit of the item StacksTo: 64 Int ✖️
Durability Determines the items durability Durability: 12 Int ✖️
Craft Remainder Determines what item should remain after crafting CraftRemainder: Item Item ✖️
Rarity Determines the rarity of the Item Rarity: Rarity Rarity ✖️

Language Datagen:

This is setup differently to the latter Hense it being the first bit, with the current setup you can split the Entry Name with a ; followed by one of the following codes in the exact format of [code]: [Your Proper Name] as an example en-us: Acacian Array Andesite Lever.

Code Language
en-us English

As updates go by more will be added to this list.

JSON_Datagen:

Cube_All

Enter into the CSV something like chisel_unlimited,bismuth_block,Cube_All,bismuth_block, Optionally the last part can be filled for a texture for the item rather than a model.

Cube

Enter into the CSV something like chisel_unlimited,bismuth_block,Cube,D;U;N;E;S;W,

Model Texture Name is defined as;

Symbol Definition
D The texture that shows on the bottom face of the Cube
U The texture that shows on the top face of the Cube
N The texture that shows on the front face of the Cube
E The texture that shows on the left face of the Cube
S The texture that shows on the back face of the Cube
W The texture that shows on the right face of the Cube

Optionally the last part can be filled for a texture for the item rather than a model.

Button

Enter into the CSV something like chisel_unlimited,bismuth_button,Button,bismuth_block,

Model Texture Name is defined as;

Symbol Definition
1 Button
2 Button Pressed
3 Button Inventory

Optionally the last part can be filled for a texture for the item rather than a model.

Slab

Enter into the CSV Something like chisel_unlimited,bismuth_slab,Slab,1;2;3;4;5;6;7;8;9;10;11;12,

Model Texture Name is defined as;

Symbol Definition
1 Slab Bottom; Bottom
2 Slab Bottom; Side
3 Slab Bottom; Top
4 Slab Double; Down
5 Slab Double; Up
6 Slab Double; North
7 Slab Double; East
8 Slab Double; South
9 Slab Double; Down
10 Slab Top; Bottom
11 Slab Top; Side
12 Slab Top; Top

For 4-9 the system utilizes Cube_All's Datagen to make the Double Slab variant, so that there's more customizability available.

Optionally the last part can be filled for a texture for the item rather than a model.

Stair

Enter into the CSV Something like chisel_unlimited,bismuth_stair,Stair,1;2;3;4;5;6;7;8;9,

Model Texture Name is defined as;

Symbol Definition
1 Stair; Bottom
2 Stair; Side
3 Stair; Top
4 Stair Inner; Bottom
5 Stair Inner; Side
6 Stair Inner; Top
7 Stair Outer; Bottom
8 Stair Outer; Side
9 Stair Outer; Top

Optionally the last part can be filled for a texture for the item rather than a model.

Lever

Enter into the CSV Something like chisel_unlimited,bismuth_lever,Lever,1;2;3;4;5;6,bismuth_lever

Model Texture Name is defined as;

Symbol Definition
1 Lever; Particle
2 Lever; Base
3 Lever; Stick
4 Lever On; Particle
5 Lever On; Base
6 Lever On; Stick

The Last part must be filled.

Item

Enter into the CSV Something like chisel_unlimited,bismuth_item,Item,bismuth_item,bismuth_item the Last part must be filled.