Examples - HenryLoenwind/OreShards GitHub Wiki
Example Configurations
Sharded Vanilla
This is part of the demo config that is created when you start the mod for the first time.
shard_cobble {
I:resultFromShards=9
S:resultItem=minecraft:cobblestone
I:resultItemMeta=0
S:resultItemTexture=cobblestone
S:resultItemTextureAlpha=oreshards:shardfg
S:resultItemTextureBackground=oreshards:shardbg
}
This instructs OreShards to create a shard with a name of "item.oreshards_cobble.name" (from the "shard_cobble" part). Its texture will be created from the vanilla "cobblestone" texture with OreShards' default alpha and background texture. Nine shards will craft into one "minecraft:cobblestone:0".
shard_gold {
I:resultFromShards=5
S:resultItem=minecraft:gold_ore
I:resultItemMeta=0
S:resultItemTexture=gold_ore
S:resultItemTextureAlpha=oreshards:shardfg
S:resultItemTextureBackground=oreshards:shardbg
}
This is a gold shard. It is basically the same as the cobble shard, but it has a crafting recipe of 5 shards to one gold ore. The crafting patterns for the different amounts are as follows:
3 3 4 5 5 6 6 6 6 7 7 8 9
### # ## # # # ### ### ## # # # # ### ### ###
# ## ### # ### ## # # ### # # # ###
# # # # ### ## # # # # ### ### ###
The patterns for 3 and 4 can be moved around in the grid. For one and two shards, the recipes are shapeless.
ore_gold {
S:baseBlock=minecraft:gold_ore
S:baseBlockAFgTexture=oreshards:orepattern2
S:baseBlockBgTexture=stone
S:baseBlockFgTexture=gold_ore
I:baseBlockMeta=0
S:dumbShard=cobble
S:resultShard=gold
D:shardChance1=0.75
D:shardChance2=0.75
D:shardChance3=0.75
D:shardChance4=0.25
D:shardChance5=0.125
D:shardChance6=0.0
D:shardChance7=0.0
D:shardChance8=0.0
D:shardChance9=0.0
I:shardsInOre=9
}
Now that two shards are defined, this gives us a source to get them from. The "tile.oreshards_gold.name" will drop these as "result" and "dumb". To be exact, it will drop exactly 9 shards. The 5 of them will have varying chances to be gold shards (75%, 75%, 75%, 25% and 12.5%), four will always be cobble shards (0% chance).
The texture will be created from Mincraft's gold ore and stone texture, with OreShards' pattern 2 as alpha channel. The given baseBlock of gold ore determines which tool you have to use to break the block.
Something weird
shard_wierd {
I:resultFromShards=7
S:resultItem=minecraft:dirt
I:resultItemMeta=0
S:resultItemTexture=diamond
S:resultItemTextureAlpha=""
S:resultItemTextureBackground=""
}
shard_wood {
I:resultFromShards=2
S:resultItem=minecraft:planks
I:resultItemMeta=0
S:resultItemTexture=jukebox
S:resultItemTextureAlpha=oreshards:shardfg
S:resultItemTextureBackground=oreshards:shardbg
}
ore_wierd {
S:baseBlock=minecraft:obsidian
S:baseBlockAFgTexture=oreshards:orepattern0
S:baseBlockBgTexture=jukebox
S:baseBlockFgTexture=cactus
I:baseBlockMeta=0
S:dumbShard=wood
S:resultShard=wierd
D:shardChance1=1.0
D:shardChance2=1.0
D:shardChance3=1.0
D:shardChance4=1.0
D:shardChance5=1.0
D:shardChance6=1.0
D:shardChance7=1.0
D:shardChance8=1.0
D:shardChance9=1.0
I:shardsInOre=18
}
Little trolling blocks... ;)