The Lord of the Rings Minecraft Mod Wiki
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The Lord of the Rings Minecraft Mod Wiki

This is a list of all the template data packs created by Mevans to demonstrate some of the mod's custom datapack systems. These can be used to help understand the file structure when creating your own data packs for the mod.

Listed below are all the current data pack templates:

Data pack Templates[]

Middle Shroom[]

Mod Version: Snapshot 3.0

Purpose:
Illustrates all possible _settings.jsons files, each removing at least one resource. Used to remove default mod resources.

Technical Explanation:

Map biome-colour mappings * - Maps the vanilla Mushroom Fields biome to a palette of map colours - Adds those colours onto the biome map so the mushroom fields generate in 'Middle-earth' - Also maps the vanilla Basalt Deltas biome to a red colour in a small region - Swaps the colours of Gorgoroth and Harad Desert so that they generate in each other's place.

Waypoint regions and their mappings to biomes - Defines a new waypoint region, which is unlockable upon entering the Mushroom Fields biome - plus a new waypoint that belongs to that region - Adds the Anduin Hills biome to the 'lothlorien' waypoint region (replace:false) - if you enter Anduin Hills you unlock Lothlórien waypoints (plus Anduin ones) - but not vice versa - Overwrites the 'iron_hills' waypoint region to include only Forodwaith (replace:true) - you can only unlock Iron Hills waypoints by entering Forodwaith - but again, not vice versa

* Map generation works by storing a map of (RGB colour) -> (biome ID). Then, during world generation, the mod looks up the biome for a particular pixel colour, and generates that biome at that location. This biome-colour mapping used to be hardcoded but is now datapackable, and multiple colours can now be mapped to the same biome, as you see in the sea!

All waypoints belong to a 'waypoint region'. These regions encompass biomes - sometimes just a single biome, sometimes many. That's why some areas, such as Eriador, unlock waypoints across multiple biomes when you enter any one of them, whereas others, like the fiefdoms of Gondor, work on an individual biome-waypoint basis. Essentially, you can think of these waypoint regions as collections of biomes which share a particular waypoint group. Now the list of waypoint regions is datapackable instead of hardcoded, so if you add new biomes to the map, you can define new waypoint regions for waypoints there. Furthermore, you can alter or override the list of biomes which an existing waypoint region encompasses. This works similarly to the vanilla block/item tag files with their 'replace:false|true' option.

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Defaults Begone[]

Mod Version: Snapshot 2.13

Purpose:
Showcases the systems for moving biomes and adding new ones to the Middle-earth map generation, modifying the biome color palettes, as well as the system for defining and modifying waypoint regions.

Technical Explanation:

Example 1: data/lotr/map/roads/_settings.json

{
  "remove_namespaces": [ "lotr" ],
  "remove_singles": []
}

Will exclude all roads in the lotr: namespace, i.e. all the mod's default roads plus any added by any other datapacks in that namespace.

Example 2: data/lotr/map/waypoints/_settings.json

{
  "remove_namespaces": [],
  "remove_singles": [ "lotr:minas_tirith", "lotr:bree", "england:floating_oxford" ]
}

Will exclude the given waypoints if they exist. There will be a _settings.json present in each of these folders: - map/waypoints - map/roads - map/labels - factions - factions/regions This lets you remove all the default waypoints, or all the default roads, etc. by changing a single file for your datapack, instead of needing to replace loads of file with empty json.

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