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Updated Addons (markdown)
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Addons.md
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Addons.md
@ -6,11 +6,11 @@ Here you can find an instruction on how to make addon files. At the end of this
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## How to make your own Addon:
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1. Locate the `addons` folder(should be inside the location you installed Cubyz in)
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2. Create a new folder with the name(should not contain any spaces) of your Addon.
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3. Decide what things you want to add and add the corresponding folder(`items`, `blocks`, `recipes`, `biomes`).
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4. Create a text file in the folder that represent the item/block/biome name(`name.any_extension` or just `name`).
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3. Decide what things you want to add and add the corresponding folder(`items`, `blocks`, `recipes`, `biomes`, `materials`).
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4. Create a text file in the folder that represent the item/block/biome/material name(`name.any_extension` or just `name`).
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<br> For recipes the file name is not used anywhere in the game and can be used for structuring.
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5. Check the following examples on how to fill the file:
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#### Items
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### Items
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There is not much to do here. All you can do is add a texture path. There will come more possibilities in later versions, if requested.
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<br> Put the texture of your item in `*cubyz install path*/addons/*addon name*/items/textures`.
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<br> Copy the texture path(relative to the `textures` folder) into the file you made for your item:<br>
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@ -25,7 +25,7 @@ texture materials/coal.png
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```
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Item IDs are generated as `addon_name:item_name`. That's also the name that has to be used for recipes and block drops.
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#### Blocks
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### Blocks
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Each block has the following attributes:
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- a block class which can be one of the following: `wood`, `stone`, `sand`, `unbreakable`, `leaf`, `fluid` and `ore`.<br>
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The block class determine if the block can be broken and with what tool you can break it.<br>
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@ -88,7 +88,7 @@ model cubyz:block.obj
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texture cubyz:coal_ore
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```
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#### Recipes
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### Recipes
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In each file you can define shortcuts for item names like this:
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```
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L = cubyz:oak_log
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@ -112,7 +112,7 @@ P P
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result cubyz:workbench
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```
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#### Biomes
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### Biomes
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biome files are seperated in two parts:
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##### 1. general attributes
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- temperature in an arbitrary unit(0 meaning super cold, 360 meaning super hot)<br>
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@ -156,6 +156,74 @@ structures:
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cubyz:simple_vegetation cubyz:grass_vegetation 0.3 1 0
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```
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### Materials
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Materials define what properties a tool has depending on what parts of it are made from this material.
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##### Base properties
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- head durability: how much durability is added to the tool if the head is made of this material. Negative values are also possible.<br>
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Default value: 0<br>
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Syntax Example: `head 20`
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- binding durability: how much durability is added to the tool if the binding is made of this material. Negative values are also possible.<br>
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Default value: 0<br>
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Syntax Example: `binding 10`
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- handle durability: how much durability is added to the tool if the handle is made of this material. Negative values are also possible.<br>
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Default value: 0<br>
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Syntax Example: `handle 10`
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- damage: how much damage is dealt by the tool if the head is made of this material.<br>
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Default value: 0<br>
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Syntax Example: `damage 7.5`
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- speed: how fast the tool breaks blocks if the head is made of this material.<br>
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Default value: 0<br>
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Syntax Example: `speed 2.5`
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- level: what mining level the tool can break if the head is made of this material.<br>
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Default value: 0<br>
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Syntax Example: `level 2`
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##### Modifiers
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Each material can also add certain modifiers to the tool. These can have active(on use) and passive(per tick) effects. Currently there are only a few modifiers(cubyz:falling_apart and cubyz:regrowth).<br>
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Modifers have also a strength value which determine how strong the effect is. If multiple parts add the same modifier, the effect will get stacked.<br>
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Modifiers can be added like this:<br>
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`modifier cubyz:falling_apart 2`<br>
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Or more general:<br>
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`modifier *mod*:*modifier name* *strength*`
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You can add as many modifiers as you want.
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##### Crafting Items
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These are the items from which you can make the parts of the tool.<br>
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Each item also has an associated material value which determines how many items are needed to create head/binding/handle of certain tools. Here is a list of how much material value is needed for each tool part:
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Part|Material Value
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-|-
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Binding|50
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Handle|50
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Sword Blade|200
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Axe Head|300
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Pickaxe Head|300
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Shovel Head|100
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New items can be added like this:<br>
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`cubyz:stick 50`<br>
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or more general:<br>
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`*mod*:*item name* *material value*`
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Example file(`addons/cubyz/materials/wood`):
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```
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head -20
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binding 50
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handle 20
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damage 0.1
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speed 1
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level 1
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modifier cubyz:regrowth 1
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modifier cubyz:falling_apart 5
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cubyz:stick 50
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cubyz:oak_planks 100
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cubyz:oak_log 150
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cubyz:oak_top 150
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```
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## Existing Addons
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If you made an addon and want it to appear on this list, contact us on [discord](https://discord.gg/XtqCRRG) so we can see if it contains any inappropiate content and if it doesn't, we'll add it to the list.
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