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Modpack Guidance

Provismet edited this page Sep 10, 2023 · 4 revisions

This page contains guidance on how the tags from Provi's Origins are intended to be populated. This may help with creating modpacks, for example.

Table of Contents
Items
Blocks
Entity Types
Biomes
  • proviorigins:common/hydration
    • Used for items that should hydrate the player when drunk, such as water bottles and potions.

Summoning

  • proviorigins:alraune/summon_aoe
  • proviorigins:alraune/summon_pull
  • proviorigins:alraune/summon_push
  • proviorigins:alraune/summon_projectile

These tags should only contain flowers and flower-like items. The projectile tag in specific is intended to contain rarer flowers.

Super Fertiliser

  • proviorigins:alraune/super_fertiliser
    • Used to extend the lifespan of Alraune minions, should be renewable end-game items.

Soul Consume

  • proviorigins:decaykraken/weak_consume
  • proviorigins:decaykraken/medium_consume
  • proviorigins:decaykraken/max_consume

These tags should contain items which hold souls, or can be reasonably assumed to do something along those themes. Each tag listed is for progressively rarer items.

Soul Carry

  • proviorigins:decaykraken/soul_carry
    • Soul lanterns should be placed here.
  • proviorigins:faemoth/light_sources
    • Torches and lanterns should be placed here.
      • Already includes the proviorigins:decaykraken/soul_carry tag.
  • proviorigins:voidlily/grants_armour
  • proviorigins:voidlily/grants_blindness
  • proviorigins:voidlily/grants_corruption
  • proviorigins:voidlily/grants_fire_resistance
  • proviorigins:voidlily/grants_glow
  • proviorigins:voidlily/grants_jump_boost
  • proviorigins:voidlily/grants_night_vision
  • proviorigins:voidlily/grants_regeneration
  • proviorigins:voidlily/grants_saturation
  • proviorigins:voidlily/grants_speed
  • proviorigins:voidlily/grants_teleport
  • proviorigins:voidlily/grants_thorns
  • proviorigins:voidlily/grants_water_breathing
  • proviorigins:voidlily/grants_weakness
  • proviorigins:voidlily/grants_wither

Any plant (not fungus, mushrooms are not plants) can be placed in these tags. By default, if the plant has a suspicious stew recipe then that effect should be used; otherwise, it depends on context and other properties of the plant in question.

Note: if the plant is supposed to poison or is otherwise void/End/lily-related, then proviorigins:voidlily/grants_corruption should be used.

  • proviorigins:alraune/foliage
    • Plant blocks that the Alraune should be able to punch through.
    • Only blocks that have no collision will work, it is safe to add large plant block tags here because solid blocks are ignored by the power anyway.
  • proviorigins:decaykraken/soul_fires
    • Blocks that always contain soul fire.
  • proviorigins:decaykraken/soul_fire_lit_state
    • Blocks that only contain soul fire if their "lit" state is true. (Such as campfires.)
  • proviorigins:decaykraken/soul_fire_fire_state
    • Blocks that only contain soul fire if their "fire" state is true. (BetterNether soul bowls.)
  • proviorigins:faemoth/large_fires
  • proviorigins:faemoth/large_fires_fire_state
  • proviorigins:faemoth/large_fires_lit_state
  • proviorigins:faemoth/torches
    • All torch blocks should go here.

The large_fires series of tags works the same as the Kraken's soul fire equivalent and included those respective tags. These should be populated with blocks that are a large source of fire. proviorigins:faemoth/torches is for any torch block.

  • proviorigins:jellysculk/sculk
    • Used for any sculk-related block.

Void Touching

  • proviorigins:voidlily/void_touching
    • Hard to obtain/place blocks that are related to the void.
      • Examples: bedrock touches the void in worldgen, portals cannot be "placed" and connect dimensions together.
  • proviorigins:voidlily/weakly_void_touching
    • Easier to obtain blocks that are related to the void.
      • Examples: crying obsidian can be found in ruined portals and can be theorised to be caused by portal use.
        • Did you know: crying obsidian was originally intended to be obtainable in vanilla by throwing obsidian through a portal.
  • proviorigins:lily_of_the_void_plantable
    • Blocks that the Lily of the Void (flower) should be plantable on.
    • Includes the Void Touching tags.
    • Examples: some of the grass from BetterEnd qualifies for this.
      • Use your own discretion.
  • proviorigins:common/can_trade
    • Mobs that the player can trade with.
    • This is only used for preventing the Homunculus from trading, discretion should be used here on whether or not a modded mob would want to trade with them.
  • proviorigins:jellysculk/always_detect
    • Mobs that the Jelly Sculk should aways have detected (visible glowing outline).
    • Bosses and flying mobs are included for fairness.
    • Very loud mobs fit in here too.
  • proviorigins:jellysculk/always_visible
    • Entities that should always be visible, but without a glowing outline.
    • Currently only used for "living" entities that are not mobs. (The armour stand.)

Note: the Jellysculk can always see non-living entities such as projectiles and minecarts regardless.

  • proviorigins:hot_underground
    • Biomes which should be considered hot even underground.
    • Used to separate the underground of a desert (should not be hot underground) from places like the Nether (should be hot everywhere).
  • proviorigins:alraune/natural
    • Any biome rich in plant-life.
    • Contains several convention tags by default, may not be necessary to change it.
  • proviorigins:alraune/always_grow
    • For "natural" biomes that are underground or otherwise have no access to the sky.
    • This is used to bypass the skylight check for summoned Flower Minions.
  • proviorigins:decaykraken/has_saltwater
    • These biomes have water that is safe for the Kraken.
    • Populate this with biomes that should have saltwater (oceans, beaches, coasts, etc).
      • For reference, rivers and lakes typically have freshwater, not saltwater.
    • Includes the irrelevant_salinity tag.
  • proviorigins:decaykraken/irrelevant_salinity
    • Biomes where the type of water is completely ambiguous, intended to be harmless, or otherwise artificially imported.
      • Nether(?), The End, floating islands, mushroom islands, etc.
  • proviorigins:decaykraken/soul_collector
    • Biomes with large soul sand content.
    • Biomes with otherwise could be considered to hold many trapped souls.
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