⚙️Configuration
Allows you to create compressed variants of blocks
Enabled by default : ✅
Config file : config/imu/compressed.json
Log file : logs/imu/compressed.log
Reloadable (/reload) : ❌
Explanation
The compressed module allow modpack makers to create compressed blocks easily for their modpacks.
Configuration file
This module comes with a configuration file which allow to customize which blocks can be compressed.
You will discover how to use it properly.
The compressed blocks are registered under the compressed namespace
Mandatory properties
Max Compressed Tier
Name : maxCompressedTiers
maxCompressedTiers Default : 9
9 Description :
This field defines how many tiers of compressed tierswill be created in the game.
So compressed will be created from 1 to maxCompressedTiers (inclusive).
For example if it is set to 9 you will have compressed blocks from compressed_xxxx_1 until compressed_xxxx_9
Example :
"maxCompressedTiers": 9Blocks
Name : blocks
blocks Default : {}
{} Description :
The json object allow you to define which blocks have compressed variants. Each key in this object must be a block id. The values of the blocks must either be a texture location or a compressed block object If the value is texture location, the texture of the compressed block will be the specified one with a layer.
The compressed block properties will be based on the default block properties.
Examples :
"blocks": {
"minecraft:stone": "minecraft:block/stone"
}Here we create simple compressed blocks for stone
"blocks": {
"minecraft:sand": {
"model": {
"parent":"minecraft:block/glass",
"textures": {
"all": "minecraft:block/red_stained_glass",
"particle": "#all"
}
},
"class": "net.minecraft.world.level.block.SlimeBlock",
"pushReaction": "block",
"renderType": "translucent",
"noOcclusion": true,
"light": 15
}
}Here we create compressed blocks for sand which have a texture of red stained glass, behave like a slime block, can't be pushed by piston, don't have occlusion and emit light.
Optional properties
Progressive Hardness
Name : progressiveHardness
progressiveHardness Default : 0
0 Description :
This value is used to have progressive hardness for each tier of compressed block.
The hardness of a compressed block is calculated with the formula originalBlockHardness + (progressiveHardness * tier)
The progressive hardness can be negative.
Example :
Here, a compressed block will be 0.2 harder than the previous tier.
Lang Expression
Name : langExpression
langExpression Default : Compressed {{type}}{{?tier>1: x{{tier}}}}
Compressed {{type}}{{?tier>1: x{{tier}}}} Description :
The lang expression is used to create the English translation for blocks.
It is formatted with a custom string formatter.
The available variables for the formatter are
type : The translated name of the base block
tier : The tier of the compressed block
Example :
Here we use the default one but if the tier of the compressed block is more or equals to 4, we display it in green (§4).
Layers
Name : layers
layers Default : compressed:block/layer_{{layer}}
compressed:block/layer_{{layer}} Description :
The layers can either be a string with the custom formatter or be a json object
If the layers is a json object, the keys must be integers representing each layer, if a layer isn't specified, the default string value will be used.
The value of the specified layer must be a valid texture location
If it is a string, it will be formatted for each layer.
The available variables for the formatter are
layer : The current layer
Note: The mod provide default textures for layers.
Example :
Here, the third layer will be represented with glass and other layers will use the default texture.
Here the layers of compressed blocks are replaced by the destroy stages.
Example
Here's an example configuration of this module
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