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Making packs

Martijn Muijsers edited this page Feb 21, 2024 · 5 revisions

Development folder

When you are making a pack, you can also put the pack files into a regular folder directly (for example fiddle_packs/Willows), so that it is easier to edit. Fiddle will load every .zip file, .rar file or plain folder that is in the fiddle_packs folder.

In a plugin

Additionally, you can also write a Bukkit plugin around your Fiddle pack. This allows you to adds custom mechanics to your new blocks and items.

Examples:

  • Code for a Hidden Curses plugin that spawns a witch when a player breaks a cursed diamond ore.
  • Code for a magic plugin that shoots a fireball when a player swings a new magic wand item.
  • A plugin that allows players to build Warp Obelisks and craft Warp Pearls for an in-world commandless experience.

Just place the Fiddle pack files directly into the plugin .jar file, and add the plugin to the plugins folder as usual.

Also see: Writing plugins

Choosing a namespace

Every resource in a pack has a namespace. You must use a fitting namespace for your pack.

For example, for a pack named Willows, you could use the namespace willows:, so that a new block named willow_log has the namespaced key willows:willow_log.

Namespaces can only have lowercase letters (a-z), digits (0-9) and underscores (_).

Structure

To make adding and porting content as easy as possible, creating Fiddle packs follows the same format as making a resource pack and data pack.

You can add everything from resource packs (new block states, textures, models and more), with exactly the same structure and files. You can add everything from data packs (crafting recipes, tags, loot tables and more), with exactly the same structure and files.

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