Built-in Data Maps
NeoForge provides a few data maps that mostly replace hardcoded in-code vanilla maps. These data maps can be found in NeoForgeDataMaps
, and are always optional to ensure compatibility with vanilla clients.
neoforge:compostables
NeoForge provides a data map that allows configuring composter values, as a replacement for ComposterBlock#COMPOSTABLES
(which is now ignored). This data map is located at neoforge/data_maps/item/compostables.json
and its objects have the following structure:
{
// A 0 to 1 (inclusive) float representing the chance that the item will update the level of the composter
"chance": 1
}
Example:
{
"values": {
// Give acacia logs a 50% chance that they will fill a composter
"minecraft:acacia_log": {
"chance": 0.5
}
}
}
neoforge:furnace_fuels
NeoForge provides a data map that allows configuring item burn times. This data map is located at neoforge/data_maps/item/furnace_fuels.json
and its objects have the following structure:
{
// A positive integer representing the item's burn time, in ticks
"burn_time": 1000
}
Example:
{
"values": {
// Give anvils a 2 seconds burn time
"minecraft:anvil": {
"burn_time": 40
}
}
}
Other in-code methods like IItemExtension#getBurnTime
will take priority over the data map, so it is recommended that you use the data map for simple, static burn times even in your mod so that users can configure them.
Vanilla adds a burn time to logs and planks in the minecraft:logs
and minecraft:planks
tag. However, those tags also contain Nether wood, so a removal for elements in #minecraft:non_flammable_wood
is added. However, the removal does not affect any values added by other packs or mods, so if you want to change the values for the wood tags you will need to add a removal for the non flammable tag yourself.
neoforge:monster_room_mobs
NeoForge provides a data map that allows configuring the mobs which may appear in the mob spawner in a monster room, as a replacement for MonsterRoomFeature#MOBS
(which is now ignored). This data map is located at neoforge/data_maps/entity_type/monster_room_mobs.json
and its objects have the following structure:
{
// The weight of this mob, relative to other mobs in the datamap
"weight": 100
}
Example:
{
"values": {
// Make squids appear in monster room spawners with a weight of 100
"minecraft:squid": {
"weight": 100
}
}
}
neoforge:parrot_imitations
NeoForge provides a data map that allows configuring the sounds produced by parrots when they want to imitate a mob, as a replacement for Parrot#MOB_SOUND_MAP
(which is now ignored). This data map is located at neoforge/data_maps/entity_type/parrot_imitations.json
and its objects have the following structure:
{
// The ID of the sound that parrots will produce when imitating the mob
"sound": "minecraft:entity.parrot.imitate.creeper"
}
Example:
{
"values": {
// Make parrots produce the ambient cave sound when imitating allays
"minecraft:allay": {
"sound": "minecraft:ambient.cave"
}
}
}
neoforge:raid_hero_gifts
NeoForge provides a data map that allows configuring the gift that a villager with a certain VillagerProfession
may gift you if you stop the raid, as a replacement for GiveGiftToHero#GIFTS
(which is now ignored). This data map is located at neoforge/data_maps/villager_profession/raid_hero_gifts.json
and its objects have the following structure:
{
// The ID of the loot table that a villager profession will hand out after a raid
"loot_table": "minecraft:gameplay/hero_of_the_village/armorer_gift"
}
Example:
{
"values": {
"minecraft:armorer": {
// Make armorers give the raid hero the armorer gift loot table
"loot_table": "minecraft:gameplay/hero_of_the_village/armorer_gift"
},
}
}
neoforge:vibration_frequencies
NeoForge provides a data map that allows configuring the shulker vibration frequencies emitted by game events, as a replacement for VibrationSystem#VIBRATION_FREQUENCY_FOR_EVENT
(which is now ignored). This data map is located at neoforge/data_maps/game_event/vibration_frequencies.json
and its objects have the following structure:
{
// An integer between 1 and 15 (inclusive) that indicates the vibration frequency of the event
"frequency": 2
}
Example:
{
"values": {
// Make the splash in water game event vibrate on the second frequency
"minecraft:splash": {
"frequency": 2
}
}
}