And so, this is the second lesson where I teach you how to make mods,
since we are preparing to make mods for version v0.9 - let's make it!
Now I'm showing you what the pickaxe mod looks like:
{ "name": "my test mod", //The name of your mod. "type": "pickaxe", //Mod type (let it be pickaxe) "id": "what_this_pickaxe", //Indicated in the code and it is important that it be concatenated or replace spaces with underscores. "title": "my golden pickaxe", //Name of object. "chance": 100, //Chance that the pickaxe will break (0 - 100%, 101 - 0%) "damage": 200, //Damage that is dealt to a stone block during impact. "started_count": 5, //The initial amount of pickaxe in inventory. "texture": "pickax.png" }
What a mod looks like with an ax type:
{ "name": "my test mod", //The name of your mod. "type": "axe", //Mod type (let it be axe) "id": "myaxe", //Indicated in the code and it is important that it be concatenated or replace spaces with underscores. "title": "my golden axe", //Name of object. "chance": 100, //Chance that the pickaxe will break (0 - 100%, 101 - 0%) "damage": 200, //Damage that is dealt to a stone block during impact. "started_count": 2, //The initial amount of pickaxe in inventory. "texture": "axe.png" }
Mod with food type:
{ "name": "my test food", //The name of your mod. "type": "food", //Mod type (let it be food) "id": "goldenmeat", //Indicated in the code and it is important that it be concatenated or replace spaces with underscores. "title": "golden meat", //Name of object. "food": 80, //This value is responsible for the hunger given to you (it can be less than 0 or more). "started_count": 2, //The initial amount of food in inventory. "eating_text": "Great meat!", //The text that is displayed at the bottom and can be of the type: Delicious meat. "texture": "goldmeat.png" }