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1.21.4
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. |
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!!
| 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 | ✖️ |
| 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 | ✖️ |
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.
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.
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.
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.
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.
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.
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.
Enter into the CSV Something like chisel_unlimited,bismuth_item,Item,bismuth_item,bismuth_item the Last part must be filled.