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Addon setup
Showbiz uses a plain old datapack and a resourcepack to define new bots, props, and all sorts.
You just create a resourcepack in your Minecraft instance's resourcepacks folder, and a datapack in a world folder.
If you're new to resourcepacks or datapacks, see these wiki pages:
If you struggle or need help, look through this mod's data and assets folders, as this mod's built-in bots are in themselves an addon that's just packaged inside the mod!
These folders mirror the same data/assets folders that are present in datapacks and resourcepacks.
If you're already stuck or confused, I can't help any further, please research these things yourself as they're well-documented Minecraft vanilla features!
Ex: "how to make a Minecraft 1.21 datapack",
"how to make a Minecraft 1.21 resourcepack"
Note
We have a template project that skips over a lot of this setup and makes it more convenient to package mods!
- Make a datapack and a resourcepack for your addon
- For easier distribution on platforms like Modrinth, you'll usually bundle these inside a mod, or a 2-in-1 resourcepack / datapack.
- Inside your pack ID folder, make a folder called
showbiz(so it's for examplemypack/showbiz/)
Note
For the sake of clarity, paths showcased below will start with assets: to make it clear I'm referring to paths inside your resourcepack, and data: to refer to paths in your datapack.
Inside your datapack:
- Create an addon definition file (
data:mypack/showbiz/showbiz.addon.toml) - There is no toml scheme yet so, just copy and modify the block below into that file:
[addon] id = "mypack" name = "My pack!" authors = ["Beach Bear fan 123"] version = "1.0.0" description = ''' Adds a thousand variations of Beach Bear (real) ''' format = 1
- Create a bot definition file (
data:mypack/showbiz/bots.toml)[beach_bear_472] name = "Beach Bear (472)" authors = ["Beach Bear fan 123"] accepts.rockafire = true accepts.fnaf1 = true # [..] - other bots listed in this file as well
Inside your resource pack:
- Make a model by following the modeling guide.
- Make a folder with your bot's ID (
beach_bear_472in our case) insideassets:mypack/showbiz/bots/ - Make the following folders inside:
models,textures. Then drag your model and texture(s) in respectively (the*.geo.jsonfor the model, etc) - Make an
assets.toml[variants.default] texture = "beach_bear_472"
- Make a
bitmap.bitsfile and define all of the "bit to movement" translations there.
For more information, please look at the guide for working with the format as it's the main thing you need to know about when making an addon
This is what your resource pack hierarchy should look like for a bot whose ID is billy_bob:
Warning
Addon creation is still somewhat undocumented.
Consider joining our Discord server for support!