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Material

Ferdinand Calo edited this page Aug 5, 2019 · 6 revisions
# Data Overview
DataType: MATERIAL
File Ending: .material
Has Own Item: yes
Has TMT Model: no

Config location: ./assets/<packid>/config/materials/<here>.material
Model location: none

Materials are a quick way to add "generic" items into the game!
They have also optional secondary features, like being a "fuel container" (for fvtm fuels)
or a vehicle key (fvtm key which can be used to lock/unlock fvtm things).

Some examples are at GEP!


Here the overview of the Fields in a material json config file:

  • RegistryName - the registryname, should be packid:material_id
  • Addon - the addon the material is in, e.g. fvtm:gep
  • Name - optional name field
  • Description - can be either a string (supports line breaks \n) or string array
  • MaxItemStackSize - max item stack size - optional
  • MaxItemDamage - max item damage - optional - defect
  • OreDictionary - optional registration into the Forge OreRegistry
  • ContainerItem - optional container item which is returned when the material is consumed
  • ItemBurnTime - optional item burn time, e.g. for using as furnace fuel
  • FUEL
    • FuelContainer- boolean, set to true to make this material a FVTM-Fuel Container
    • FuelCapacity - capacity in mB (millibuckets), how much fuel the item can store
    • FuelGroup - optional fuel group, to e.g. limit this item to only accept diesel
  • KEY
    • VehicleKey - boolean, set to true to be able to use this material as (fvtm) Key Item

This datatype creates an own Item, as such you will need to create a ItemModel JSON and supply a texture,
this is a vanilla/forge process, as such customisation and other is not matter of FVTM.
The expected path for the model will be /assets/<packid>/models/item/<materialid>.json
The usual path for the texture is /assets/<packid>/textures/items/<materialid>.png
For more info how the JSON should look, either take a look at GEP or vanilla minecraft.

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