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Adding Sippables: JSON
First, navigate to data/modid/sippables/. In this directory, create a JSON file - like yourcooljson.json.
Here's an example of how a valid entry might look like. All of the key:entry pairs inside the initial objects are optional, and these are their default values - which are automatically applied to the Sippable if you leave the pair out.
"fluid": {
"hunger": 0,
"saturation": 0,
"damage": 0,
"effects": {
"effect": {
"duration": "1t",
"level": 0,
"showParticles": true,
"showIcon": true
}
}
}
Let's go over all the elements you can fill up to create a valid Sippable for your fluids of choice.
The key to this object specifies the target fluid of the Sippable that's going to be created from inner entries. Valid formats:
"modid:id" - Specifies a single, specific fluid.
"#modid:id" - Specifies a fluid tag. The created Sippable will be applied to all fluids from this tag.
"id" - Specifies a fluid predicate. The created Sippable will be applied to any fluid found in the registry which matches said predicate, regardless of the modid.
Specifies the amount of hunger shanks added to the player upon ingesting this Sippable.
Specifies the amount of saturation added to the player upon ingesting this Sippable. Since it's a float, don't go too wild.
Specifies the amount of damage/healing applied to the player upon ingesting this Sippable. Negative values heal, positive values hurt. Obviously.
A list of StatusEffects. Each entry within this object is also a JsonObject. Not to be confused with "effect" - those are individual effects, and there can be several of them!
The key to this object specifies the StatusEffect that's going to be applied to the player upon ingestion of this Sippable. Valid formats:
"modid:id" - Specifies a single, specific StatusEffect.
"id" - Specifies a single, specific StatusEffect with the `minecraft` modid.
Specifies the duration of the StatusEffect. The letter at the end specifies how long the effect actually lasts.
Specifies the level/amplifier of the StatusEffect. Friendly reminder that 0 is the default, and 1 is actually stronger than 0.
When false, this StatusEffect won't give off annoying particles around the player while it's active.
When false, this StatusEffect won't pop up on the IngameHUD effect tracker.
If you've read this and are still clueless, just look at the default Sippables JSON.