diff --git a/Addons.md b/Addons.md
index e27e117..cc5939e 100644
--- a/Addons.md
+++ b/Addons.md
@@ -6,11 +6,11 @@ Here you can find an instruction on how to make addon files. At the end of this
## How to make your own Addon:
1. Locate the `addons` folder(should be inside the location you installed Cubyz in)
2. Create a new folder with the name(should not contain any spaces) of your Addon.
-3. Decide what things you want to add and add the corresponding folder(`items`, `blocks`, `recipes`, `biomes`).
-4. Create a text file in the folder that represent the item/block/biome name(`name.any_extension` or just `name`).
+3. Decide what things you want to add and add the corresponding folder(`items`, `blocks`, `recipes`, `biomes`, `materials`).
+4. Create a text file in the folder that represent the item/block/biome/material name(`name.any_extension` or just `name`).
For recipes the file name is not used anywhere in the game and can be used for structuring.
5. Check the following examples on how to fill the file:
-#### Items
+### Items
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.
Put the texture of your item in `*cubyz install path*/addons/*addon name*/items/textures`.
Copy the texture path(relative to the `textures` folder) into the file you made for your item:
@@ -25,7 +25,7 @@ texture materials/coal.png
```
Item IDs are generated as `addon_name:item_name`. That's also the name that has to be used for recipes and block drops.
-#### Blocks
+### Blocks
Each block has the following attributes:
- a block class which can be one of the following: `wood`, `stone`, `sand`, `unbreakable`, `leaf`, `fluid` and `ore`.
The block class determine if the block can be broken and with what tool you can break it.
@@ -88,7 +88,7 @@ model cubyz:block.obj
texture cubyz:coal_ore
```
-#### Recipes
+### Recipes
In each file you can define shortcuts for item names like this:
```
L = cubyz:oak_log
@@ -112,7 +112,7 @@ P P
result cubyz:workbench
```
-#### Biomes
+### Biomes
biome files are seperated in two parts:
##### 1. general attributes
- temperature in an arbitrary unit(0 meaning super cold, 360 meaning super hot)
@@ -156,6 +156,74 @@ structures:
cubyz:simple_vegetation cubyz:grass_vegetation 0.3 1 0
```
+### Materials
+Materials define what properties a tool has depending on what parts of it are made from this material.
+
+##### Base properties
+- head durability: how much durability is added to the tool if the head is made of this material. Negative values are also possible.
+Default value: 0
+Syntax Example: `head 20`
+- binding durability: how much durability is added to the tool if the binding is made of this material. Negative values are also possible.
+Default value: 0
+Syntax Example: `binding 10`
+- handle durability: how much durability is added to the tool if the handle is made of this material. Negative values are also possible.
+Default value: 0
+Syntax Example: `handle 10`
+- damage: how much damage is dealt by the tool if the head is made of this material.
+Default value: 0
+Syntax Example: `damage 7.5`
+- speed: how fast the tool breaks blocks if the head is made of this material.
+Default value: 0
+Syntax Example: `speed 2.5`
+- level: what mining level the tool can break if the head is made of this material.
+Default value: 0
+Syntax Example: `level 2`
+##### Modifiers
+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).
+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.
+Modifiers can be added like this:
+`modifier cubyz:falling_apart 2`
+Or more general:
+`modifier *mod*:*modifier name* *strength*`
+
+You can add as many modifiers as you want.
+
+##### Crafting Items
+These are the items from which you can make the parts of the tool.
+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:
+Part|Material Value
+-|-
+Binding|50
+Handle|50
+Sword Blade|200
+Axe Head|300
+Pickaxe Head|300
+Shovel Head|100
+
+New items can be added like this:
+`cubyz:stick 50`
+or more general:
+`*mod*:*item name* *material value*`
+
+Example file(`addons/cubyz/materials/wood`):
+```
+head -20
+binding 50
+handle 20
+
+damage 0.1
+speed 1
+level 1
+
+modifier cubyz:regrowth 1
+modifier cubyz:falling_apart 5
+
+cubyz:stick 50
+cubyz:oak_planks 100
+cubyz:oak_log 150
+cubyz:oak_top 150
+```
+
## Existing Addons
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.