Modpack Guidance
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 |
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Items |
Blocks |
Entity Types |
Biomes |
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proviorigins:common/hydration
- Used for items that should hydrate the player when drunk, such as water bottles and potions.
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.
-
proviorigins:alraune/super_fertiliser
- Used to extend the lifespan of Alraune minions, should be renewable end-game items.
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.
-
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.
- Already includes the
- Torches and lanterns should be placed here.
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.)
- Blocks that only contain soul fire if their "lit" state is
-
proviorigins:decaykraken/soul_fire_fire_state
- Blocks that only contain soul fire if their "fire" state is
true
. (BetterNether soul bowls.)
- Blocks that only contain soul fire if their "fire" state is
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.
-
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.
- Hard to obtain/place blocks that are related to the void.
-
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.
- Examples: crying obsidian can be found in ruined portals and can be theorised to be caused by portal use.
- Easier to obtain blocks that are related to the void.
-
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.
- Biomes where the type of water is completely ambiguous, intended to be harmless, or otherwise artificially imported.
-
proviorigins:decaykraken/soul_collector
- Biomes with large soul sand content.
- Biomes with otherwise could be considered to hold many trapped souls.