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Custom Bees

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Creating A Custom Bee

Resourceful Bees more modern, codec-driven API, enables pack developers and players to create custom bees varying in degree of complexity easily. Bee creation can feel overwhelming at first, but luckily for creators, a vast majority of available customization options are optional and most options have some kind of default value available, with vanilla-matching values provided where necessary.

When the default value for an available option is desired, it is acceptable to omit the entry from the JSON.

Fundamental Overview


At the most basic, high-level view, the creation of a custom bee requires a minimal number of key components to come to life. Below we will highlight the absolute bare minimum required to make a bee as well as additional customizations:

Minimum Requirements

Simply placing a properly structured JSON file in the right location will create a bee. However, the bee may not have the right appearance, create honeycombs, spawn, breed, etc without some additional context.

Additional Customizations

In addition to the bee JSON, a player or pack developer may want to provide custom textures, translations, models, animations, traits, mutations, honeys and honeycombs, various recipes, and more:

  • Custom textures, models, and animations will all affect the appearance of the bee.

  • Translations make any text associated with the bee display in the proper language.

  • Honeys and honeycombs can be created independently from bees so that more than one bee can utilize a honey or honeycomb.

  • Traits and mutations can also be created independently so as to be reusable.

  • Various supporting recipes can be created for blocks such as the centrifuge, solidifier, flow hive, breeder, etc.

File Structure


Traits, bees, honeys, and honeycombs are all customized in the resourcefulbees config folder. They can also be customized via the datapack data folder as well. The datapack location is useful for supporting mods which may want to add their own custom bees when loaded alongside Resourceful Bees, however the config folder is a better location for pack developers and players due to the caveats associated with how bees, honeys, and combs are registered to the game.

An example of what the config folder might look like after a first run of the mod.

The bee_traits folder is where all custom traits should go.

<pack instance>/config/resourcefulbees/bee_traits

The bees folder is where all custom bees should go.

<pack instance>/config/resourcefulbees/bees

The honey folder is where all custom honeys should go.

<pack instance>/config/resourcefulbees/honey

The honeycombs folder is where all custom honeycombs should go.

<pack instance>/config/resourcefulbees/honeycombs

The resources folder functions as any normal resource pack resources folder would.

<pack instance>/config/resourcefulbees/resources

Language Files


Language files allow text displayed in game to be displayed in various languages. Not providing an entry in a language file will cause names to appear something like this:

item.resourcefulbees.blaze_honeycomb

For new mod installs, run the game at least once so all necessary config files and folders can be generated

Creating a Language File


  1. Locate the resourcefulbees config folder inside the main config folder.

  2. Before we begin the process of adding a language file we need to verify that specific resource and data pack files have been generated:

  3. Inside the resourcefulbees folder there should be another folder labeled resources

  4. Open this folder and verify there is a file inside called pack.mcmeta

    1. This file is needed for the loading of the language files.

    2. If you do not see this file then reload the mod/pack to generate it.

  5. Inside the resources folder we need to add the following nested folders: assets/resourcefulbees/lang

  6. The structure should appear as the following image:

  7. Inside the lang folder, creating a file called en_us.json will create an English US language file.

  8. You can specify a different language using any one of the language codes found here under the Available languages section.

  9. Every custom bee added should have language entries similar to the Blaze example below:

    {
       "block.resourcefulbees.blaze_honeycomb_block": "Blaze Honeycomb Block",
       "item.resourcefulbees.blaze_honeycomb": "Blaze Honeycomb",
       "item.resourcefulbees.blaze_spawn_egg": "Blaze Bee Spawn Egg",
       "entity.resourcefulbees.blaze_bee": "Blaze Bee"
    }
  10. You can either restart the game or use F3+T to reload assets and have the language file take effect.

You do not need multiple language files. You only need one with new lines added for each custom bee:

{
   "block.resourcefulbees.blaze_honeycomb_block": "Blaze Honeycomb Block",
   "item.resourcefulbees.blaze_honeycomb": "Blaze Honeycomb",
   "item.resourcefulbees.blaze_spawn_egg": "Blaze Bee Spawn Egg",
   "entity.resourcefulbees.blaze_bee": "Blaze Bee",
   "block.resourcefulbees.pig_honeycomb_block": "Pig Honeycomb Block",
   "item.resourcefulbees.pig_honeycomb": "Pig Honeycomb",
   "item.resourcefulbees.pig_spawn_egg": "Pig Bee Spawn Egg",
   "entity.resourcefulbees.pig_bee": "Pig Bee"
}

Custom Bee Caveats

The Custom Bee JSON

Custom Bee Data is the main JSON object comprised of several customization objects which are defined using a "key": { value } syntax.

The "key" names act as identifiers under which the data is registered and used and follow the namespace:path format. The path generally follows a type/version format.

This syntax allows for the customizable options to evolve over time with minimal upkeep required since data mappers can be written to upgrade older API versions to newer ones.

Key Components


Below is a list of the key customization components provided by the mod. Additional components can be created by other mods via our API.

{
  "resourcefulbees:core/v1": {
    ...
  },
  "resourcefulbees:rendering/v1": {
    ...
  },
  "resourcefulbees:mutation/v1": {
    ...
  },
  "resourcefulbees:breeding/v1": {
    ...
  },
  "resourcefulbees:trade/v1": {
    ...
  }
}
"resourcefulbees:trade/v1"
Cover

Core Data

Key Bee Info

Cover

Render Data

What it looks like

Cover

Breed Data

How to breed

Cover

Combat Data

Friend or foe?

Cover

Mutation Data

Pollination effects

Cover

Trade Data

Beekeeper trades

Cover

Trait Data

Uniqueness

Color Data

The color customization component handles the Bee Jar and Spawn Egg colors.

Customization Options


spawnEggPrimaryColor

Sets the primary color used on the spawn egg item.


Name: Primary Spawn Egg Color

Key: spawnEggPrimaryColor

Type: Color

Default: No Color

spawnEggSecondaryColor

Sets the secondary color used on the spawn egg item.


Name: Secondary Spawn Egg Color

Key: spawnEggSecondaryColor

Type: Color

Default: No Color

jarColor

The color used on the jar when the bee is in the bee jar.


Name: Bee Jar Color

Key: jarColor

Type: Color

Default: No Color

Mutation Recipe

todo: move this to a separate recipes category

Mutations utilize the recipe system to make them more data pack friendly. One benefit of using the recipe system is that a mutation can be created once and shared among many different bees.

Recipe Type


Every recipe JSON is required to have a type. For mutations the type is resourcefulbees:mutation

Customization Options


input

The item/block/fluid/entity being transformed.


Name: Mutation Input

Key: input

Type:

Default: This value is required or the recipe won't load!

Example

outputs

A list of possible transformation results, which can be an item, block, fluid, or entity.


Name: Mutation Outputs

Key: outputs

Type:

Default: This value is required or the recipe won't load!

Example

Trait Data

A unique feature to Resourceful Bees. traits group together:

  • Particle Effects

  • Damage and Potion Immunities

  • Damage Types and Potion Effects

  • Special Abilities

  • and Auras

Traits enable users to breathe life into infinite variations of bees that can be godly, pesky, helpful, or just downright evil.

Identifier


The root JSON of the trait customization component looks like this:

The identifier of the component is as such:

Customization Options


auraRange

The range within which players would be affected by the aura. This value is the number of blocks.


Name: Aura Range

Key: auraRange

Type: Integer

Range: 3 - 20

Default: 10

Example

traits

The list of traits given to the bee.


Name: Traits List

Key: traits

Type: String[]

Default: Optional/Empty

Example

Potion Effect

Customization Options


effect

The ResourceLocation for any registered MobEffect, including modded ones.


Name: Effect

Key: effect

Type: ResourceLocation

Default: minecraft:luck

Example

strength

The strength of the potion effect.


Name: Strength

Key: strength

Type: Integer

Range: 0 - 4

Default: 1

Example

Template:
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "spawnEggPrimaryColor": 16444375,
    "spawnEggSecondaryColor": 13789470,
    "jarColor": 6266528
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "spawnEggPrimaryColor": 16444375
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "spawnEggPrimaryColor": "red"
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "spawnEggPrimaryColor": "#FF0000"
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "spawnEggSecondaryColor": 16444375
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "spawnEggSecondaryColor": "red"
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "spawnEggSecondaryColor": "#FF0000"
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "jarColor": 16444375
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "jarColor": "red"
  }
}
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "jarColor": "#FF0000"
  }
}
Template:
"resourcefulbees:trait/v1": {
  "auraRange": 20,
  "traits": ["nether", "wither"]
}
"resourcefulbees:trait/v1": {
    ...
}
resourcefulbees:trait/v1
"resourcefulbees:trait/v1": {
  "auraRange": 20
}
"resourcefulbees:trait/v1": {
  "traits": ["nether", "wither"]
}
Template:
{
  "type": "resourcefulbees:mutation",
  "mutations" : [
    {
      "input": {
        "type": "block",
        "block": {
          "id": "minecraft:stone"
        },
        "chance": 0.5
      },
      "outputs" : [
        {
          "type": "block",
          "block": {
            "id": "minecraft:end_stone"
          }
        }
      ]
    }
  ]
}
{
    "type": "resourcefulbees:mutation",
    ...
}
"input": {
  "type": "block",
  "block": {
    "id": "minecraft:stone"
  },
  "chance": 0.5
}
"outputs" : [
  {
    "type": "block",
    "block": {
      "id": "minecraft:end_stone"
    }
  }
]
MutationType
MutationType[]
{
  "auras": [
    {
      "aura": "POTION",
      "potionEffect": {
        "effect": "minecraft:hunger",
        "strength": 2
      }
    }
  ]
}

Damage Type

Customization Options


damageType

Currently, there are only two acceptable choices:

When the bee attacks, the targeted entity explodes.

When the bee attacks, the target entity is set on fire.


Name: Damage Type

Key: damageType

Type: String

Default: Empty String

Example

amplifier

The strength of the damage effect.


Name: Amplifier

Key: amplifier

Type: Integer

Range: ≥0

Default: 0

Example
{
  "damageTypes": [
    {
      "damageType": "explosive",
      "amplifier": 3
    }
  ]
}

Core Data

The core customization component is responsible for defining four key aspects of nearly every bee imaginable:

  • the flower(s) which a bee uses for pollination

  • the base amount of time the bee spends in the hive

  • associated lore

  • the honeycombs produced, if any

Identifier


The root JSON of the core customization component looks like this:

The identifier of the component is as such:

Customization Options


honeycombVariation

The identifier of the honeycomb variation produced by the bee. More information about honeycomb variation can be found in the section.


Name: Honeycomb Variation

Key: honeycombVariation

Type: String

Default: No Honeycomb

Example

flower

Specifies what flower(s) the bee can pollinate. With the use of , the syntax will vary based on the definition. The flower can be defined as a tag, a list of blocks, or a single block. See the examples below for further understanding.


Name: Flower

Key: flower

Type:

Default: minecraft:poppy

entityFlower

When the flower a bee can pollinate is an entity, entityflower must be used instead. The syntax used remains the same as blocks. See the examples below for further understanding.


Name: Entity Flower

Key: entityFlower

Type:

Default: Empty Set

maxTimeInHive

The base amount of time a bee spends in a hive. This value is modified based on the hive tier.


Name: Max Time in Hive

Key: maxTimeInHive

Type: Integer

Range: ≥600

Default: 2400

Example

lore

Lore is cosmetic text displayed in JEI tooltips when hovering over the bee with the cursor. It can be extremely useful for providing players with hints on how to obtain the bee or it can be useful for memes and credits.


Name: Lore

Key: lore

Type:

Default: Empty List

Example

Damage Effect

Customization Options


source

The ResourceLocation for any registered MobEffect, including modded ones.


Name: Damage Source

Key: source

Type: ResourceLocation

Default: minecraft:cactus

Example

hasEntity

If the damage source is sourced from an entity, this should be marked as true. This allows for the death messages to be displayed correctly in the event the target entity dies.


Name: Has Entity Source

Key: hasEntity

Type: Boolean

Default: false

Example

strength

The strength of the damage effect.


Name: Strength

Key: strength

Type: Integer

Range: 0 - 20

Default: 0

Example

Template:
"resourcefulbees:core/v1": {
  "entityFlower": [
    "minecraft:cow",
    "minecraft:sheep"
  ],
  "maxTimeInHive": 4000,
  "lore": [
    {
      "text": "This bee is a dummy and does not exist"
    },
    {
      "text": "Bee happy...--``-..-``---."
    }
  ],
  "honeycombVariation": "dummy_honeycomb",
  "flower": [
    "minecraft:diamond_block",
    "minecraft:emerald_block"
  ]
}
"resourcefulbees:core/v1": {
    ...
}
resourcefulbees:core/v1
"resourcefulbees:core/v1": {
    "honeycombVariation": "diamond"
}
"resourcefulbees:core/v1": {
  "flower": "#minecraft:flowers"
}
"resourcefulbees:core/v1": {
  "flower": [
    "minecraft:diamond_block",
    "minecraft:emerald_block"
  ]
}
"resourcefulbees:core/v1": {
  "flower": "minecraft:diamond_block"
}
"resourcefulbees:core/v1": {
  "entityFlower": "#minecraft:raiders"
}
"resourcefulbees:core/v1": {
  "entityFlower": [
    "minecraft:pig",
    "minecraft:cow"
  ]
}
"resourcefulbees:core/v1": {
  "entityFlower": "minecraft:cow"
}
"resourcefulbees:core/v1": {
  "maxTimeInHive": 1200
}
"resourcefulbees:core/v1": {
    "lore": [
      {
        "text":"A Delicious Bee.",
        "color": "aqua"
      },
      {
        "translate":"tooltip.resourcefulbees.bee.creator",
        "with": ["§6Epic_Oreo"]
      }
    ]
  }
Component[]
Custom Honeycombs
Miscellaneous
HolderSet<Block>
HolderSet<Entity>
{
  "auras": [
    {
      "aura": "DAMAGING",
      "damageEffect": {
        "source": "minecraft:thorns",
        "hasEntity": true
      }
    }
  ]
}
{
  "auras": [
    {
      "aura": "DAMAGING",
      "potionEffect": {
        "effect": "minecraft:wither",
        "strength": 5
      }
    }
  ]
}

Bee Family

A bee family consists of four key pieces of information necessary for breeding a bee:

  • The first parent required

  • The second parent required

  • The weighting of how likely the child is to be selected among potential candidates

  • The chance the child is created if selected

Template:
"resourcefulbees:breeding/v1": {
  "parents": [
    {
      "parent1": "diamond",
      "parent2": "coal",
      "weight": 75.0,
      "chance": 0.67
    }
  ]
}

Customization Options


weight

For all possible children these two parents can create how likely is it this one will be picked? Weight affects the result distribution among potential outcomes.

Calculating Weight Distributions:

A pair of parents has five different child options.

The weights are as follows:

Child 1: 20
Child 2: 10
Child 3: 30
Child 4: 60    
Child 5: 80

The chances each child has of being selected are as follows:

Child 1: 10%
Child 2: 5%
Child 3: 15%
Child 4: 30%
Child 5: 40%

To calculate the chance:

  1. Add up all the weights

  2. Divide the weight you wish to check by the total in step 1


Name: Weight

Key: weight

Type: Double

Range: ≥0.0

Default: 10

Example
"resourcefulbees:breeding/v1": {
  "parents": [
    {
      "parent1": "diamond",
      "parent2": "coal",
      "weight": 75.0
    }
  ]
}

chance

Once this child has been chosen as the result type, what is the chance that it will be created?

Note: The value has a range of 0.0 - 1.0.

A value of 0.5 = a 50% chance of the child being created.


Name: Chance

Key: chance

Type: Double

Range: 0.0 - 1.0

Default: 1

Example
"resourcefulbees:breeding/v1": {
  "parents": [
    {
      "parent1": "diamond",
      "parent2": "coal",
      "chance": 0.67
    }
  ]
}

parent1

The ID of the first parent.

If not provided family will be ignored!


Name: Parent 1

Key: parent1

Type: String

Default: 1

Required: If not provided family will be ignored.

Example
"resourcefulbees:breeding/v1": {
  "parents": [
    {
      "parent1": "diamond",
      "parent2": "coal"
    }
  ]
}

parent2

The ID of the second parent.

If not provided family will be ignored!


Name: Parent 2

Key: parent2

Type: String

Default: 1

Required: If not provided family will be ignored.

Example
"resourcefulbees:breeding/v1": {
  "parents": [
    {
      "parent1": "diamond",
      "parent2": "coal"
    }
  ]
}

{
  "auras": [
    {
      "aura": "POTION",
      "potionEffect": {
        "effect": "minecraft:blindness"
      }
    }
  ]
}
{
  "damageTypes": [
    {
      "damageType": "explosive",
      "amplifier": 3
    },
    {
      "damageType": "setOnFire",
      "amplifier": 4
    }
  ]
}
{
  "auras": [
    {
      "aura": "DAMAGING",
      "damageEffect": {
        "source": "minecraft:in_fire"
      }
    }
  ]
}

Layer Data

The layer customization component is responsible for defining key aspects of a specific render layer. There are several aspects of a layer that can be modified:

  • Effect

  • Pulse Frequency

  • Color

  • Texture

  • Visibility when carrying pollen

Customization Options


color

The color that will be applied to the layers texture, this should not be set if your texture is not made to be colored.


Name: Color

Key: color

Type: Color

Default: Optional

texture

The texture for the layer. Each texture requires two versions to exist: normal and angry. The angry texture should use the same name as the normal texture with the suffix _angry appended to it.

creeper.png

creeper_angry.png


Name: Texture

Key: texture

Type: String

Default: Missing Texture

Example:

layerEffect

The effect the layer will have. There are 3 options available:

This effect does nothing. It is the default option and does not need to be set explicitly.

This effect applies the enchantment glint effect to the layer.

This is used to apply a fullbright glow to the texture similar to the flash a creeper makes. This combined with the pulseFrequency field will allow for the same effect as a creeper.


Name: Layer Effect

Key: layerEffect

Type: Enum | LayerEffect

Default: NONE

This does not have to be set explicitly. The two examples below do the same thing:

isPollen

When true, this layer will only be visible if the bee is carrying pollen.


Name: Pollen Layer

Key: isPollen

Type: Boolean

Default: false

Example:

pulseFrequency

Used with the GLOW layerEffect to create a flashing effect.


Name: Pulse Frequency

Key: pulsefrequency

Type: Float

Range: 5.0 - 100.0

Default: 0

Example:

Breed Data

The breeding customization component is responsible for defining relationships between bees. Bees can have many different breeding relationships.

Identifier


The root JSON of the breeding customization component looks like this:

The identifier of the component is as such:

Customization Options


parents

A list of bee pairs that can be used to breed this bee.


Name: Parents

Key: parents

Type:

Default: Empty List

Example

feedItem

The item(s) which can be fed to the bee to trigger its love state.

Note: This value only applies when this bee is being used to breed another bee


Name: Feed Item

Key: feedItem

Type:

Default: minecraft:poppy

feedReturnItem

Item returned to the player after the feed item has been consumed. Useful for returning container-like items after consuming the contents.

Note: This value only applies when this bee is being used to breed another bee


Name: Feed Return Item

Key: feedReturnItem

Type: ItemStack

Default: Optional

Example

feedAmount

The amount of feed items required to be given to the bee to trigger its love state.

Note: This value only applies when this bee is being used to breed another bee


Name: Feed Return Item

Key: feedAmount

Type: Integer

Range: ≥1

Default: 1

Example

childGrowthDelay

The time in ticks that a baby bee will stay a baby bee.


Name: Child Growth Delay

Key: childGrowthDelay

Type: Integer

Range: ≤0

Default: -24000

Example

breedDelay

The time in ticks until the bee's love state can be triggered again.


Name: Breed Delay

Key: breedDelay

Type: Integer

Range: ≥1

Default: 6000

Example

Template:
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "layerEffect": "GLOW",
      "pulseFrequency": 5.0,
      "color": 65535,
      "texture": "/example/pollen",
      "isPollen": false
    }
  ]
}
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "color": 52020
    }
  ]
}
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "color": "blanchedalmond"
    }
  ]
}
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "color": "#442920"
    }
  ]
}
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "texture": "/example/pollen"
    }
  ]
}
Explicit:
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "layerEffect": "NONE"
    }
  ]
}
Implicit:
"resourcefulbees:rendering/v1": {

}
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "layerEffect": "ENCHANTED"
    }
  ]
}
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "layerEffect": "GLOW"
    }
  ]
}
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "isPollen": true
    }
  ]
}
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "layerEffect": "GLOW",
      "pulseFrequency": 5.0
    }
  ]
}

Render Data

The render customization component is responsible for defining how the bee looks. The data is only used on the client. There are several visual aspects of a bee that can be modified:

  • Size

  • Model

  • Animations

  • Textures/Layers

  • UI Colors

Template:
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "pulseFrequency": 5.0,
      "color": 52020
    },
    {
      "layerEffect": "GLOW",
      "pulseFrequency": 5.0,
      "color": 65535
    }
  ],
  "model": "resourcefulbees:geo/base.geo.json"
  "texture": "/oreo/oreo_bee",
  "animation": "resourcefulbees:animations/bee.animation.json"
  "ColorData": {
    "spawnEggPrimaryColor": "#442920",
    "spawnEggSecondaryColor": "#e1d9b8",
    "jarColor": "#442920"
  },
  "sizeModifier": 1.25
}

Identifier


The root JSON of the rendering customization component looks like this:

"resourcefulbees:rendering/v1": {
    ...
}

The identifier of the component is as such:

resourcefulbees:rendering/v1

Customization Options


layers

Layers are used to add custom textures on top of the base texture and allow them to have special effects or be enabled by special means.

Warning: Increasing the number of textures rendered on a bee will impact performance. It is recommended to use the least number of layers necessary!


Name: Layers

Key: layers

Type: LayerData[]

Default: Empty List

Example
"resourcefulbees:rendering/v1": {
  "layers": [
    {
      "pulseFrequency": 5.0,
      "color": 52020
    },
    {
      "layerEffect": "GLOW",
      "pulseFrequency": 5.0,
      "color": 65535
    }
  ]
}

ColorData

Color data is used to set the colors for things like jars and spawn eggs.


Name: Color Data

Key: ColorData

Type: ColorData

Default: No Colors

Example
"resourcefulbees:rendering/v1": {
  "ColorData": {
    "spawnEggPrimaryColor": "#442920",
    "spawnEggSecondaryColor": "#e1d9b8",
    "jarColor": "#442920"
  }
}

model

The location where the GeckoLib geo file is stored.

Beware: The more complex the model is, the more impact it will have on performance. It is highly recommended to keep custom models as simple as possible!


Name: Model

Key: model

Type: ResourceLocation

Default: resourcefulbees:geo/base.geo.json

Example
"resourcefulbees:rendering/v1": {
  "model": "resourcefulbees:geo/base.geo.json"
}

texture

The base texture for the bee. Each texture requires two versions to exist: normal and angry. The angry texture should use the same name as the normal texture with the suffix _angry appended to it.

creeper.png

creeper_angry.png


Name: Texture

Key: texture

Type: String

Default: Missing Texture

Example
"resourcefulbees:rendering/v1": {
  "texture": "/oreo/oreo_bee"
}

animation

The location where the GeckoLib animation file is stored.


Name: Texture

Key: texture

Type: ResourceLocation

Default: resourcefulbees:animations/bee.animation.json

Example
"resourcefulbees:rendering/v1": {
  "animation": "resourcefulbees:animations/bee.animation.json"
}

Note: Only vanilla bee animations are currently supported!

sizeModifier

The scale of the bee when rendered in-game.

Note: A value of 2.0 would double the size of the bee, while a value of 0.5 would shrink the bee to half its normal size.


Name: Size Modifier

Key: sizeModifier

Type: Float

Range: 0.5 - 2.0

Default: 1.0

Example
"resourcefulbees:rendering/v1": {
  "sizeModifier": 1.25
}

Bee Aura

Resourceful Bees provides a set number of predefined Auras (with customizable values) out of the box:

Burning

Players within the aura's range are set on fire.

Potion

Players within the aura's range have a potion effect applied to them.

Healing

Players within the aura's range are healed an amount equal to the modifier value.

Damaging

Players within the aura's range are damaged using a defined damage source and strength.

Experience

Players within the aura's range are given experience equal to the modifier value.

Experience Drain

Players within the aura's range are drained of experience equal to the modifier value.

Template:
{
  "auras": [
    {
      "potionEffect": {
        "effect": "minecraft:instant_health",
        "strength": 2
      },
      "modifier": 3,
      "calmingDisabled": true,
      "aura": "EXPERIENCE",
      "damageEffect": {
        "source": "minecraft:in_fire",
        "hasEntity": false,
        "strength": 0
      }
    }
  ]
}

Customization Options


aura

The Aura Type determines the effect that the aura has on the player. It is a required value for the Aura to load properly.


Name: Aura Type

Key: aura

Type: AuraType | Enum

Default: Value is required.

Beneficial: false

Particle: ParticleTypes.FLAME

Effect: Players within the aura's range are set on fire.

{
  "auras": [
    {
      "aura": "BURNING"
    }
  ]
}

Beneficial: false

Particle: ParticleTypes.WITCH

Effect: Players within the aura's range have the defined potionEffect applied to them.

{
  "auras": [
    {
      "aura": "POTION"
    }
  ]
}

Beneficial: true

Particle: ParticleTypes.HAPPY_VILLAGER

Effect: Players within the aura's range are healed using the modifier amount.

{
  "auras": [
    {
      "aura": "HEALING"
    }
  ]
}

Beneficial: false

Particle: ParticleTypes.CRIT

Effect: Players within the aura's range are damaged using the damage source and strength values defined in damageEffect.

{
  "auras": [
    {
      "aura": "DAMAGING"
    }
  ]
}

Beneficial: true

Particle: ParticleTypes.ENCHANT

Effect: Players within the aura's range are given experience equal to the modifier value.

{
  "auras": [
    {
      "aura": "EXPERIENCE"
    }
  ]
}

Beneficial: false

Particle: ParticleTypes.POOF

Effect: Players within the aura's range are drained of experience equal to the modifier value.

{
  "auras": [
    {
      "aura": "EXPERIENCE_DRAIN"
    }
  ]
}

damageEffect

Used when the aura type is DAMAGING The damage source and strength values are defined in the Damage Effect.


Name: Damage Effect

Key: damageEffect

Type: DamageEffect

Default: DamageEffect.DEFAULT

Example
{
  "auras": [
    {
      "aura": "BURNING",
      "damageEffect": {
        "source": "minecraft:in_fire",
        "hasEntity": false,
        "strength": 0
      }
    }
  ]
}

potionEffect

Used when the aura type is POTION The effect and strength values are defined in the Potion Effect.


Name: Potion Effect

Key: potionEffect

Type: PotionEffect

Default: PotionEffect.DEFAULT

Example
{
  "auras": [
    {
      "aura": "BURNING",
      "potionEffect": {
        "effect": "minecraft:instant_health",
        "strength": 2
      }
    }
  ]
}

modifier

The modifier value is used with the HEALING, EXPERIENCE, and EXPERIENCE_DRAIN aura types.

When used with the HEALING aura type, the value equals the amount healed.

When used with the EXPERIENCE aura type, the value equals the amount of experience received.

When used with the EXPERIENCE_DRAIN aura type, the value equals the amount of experience taken.


Name: Modifier

Key: modifier

Type: Integer

Range: ≥0

Default: 0

Example
{
  "auras": [
    {
      "aura": "BURNING",
      "modifier": 3
    }
  ]
}

calmingDisabled

The aura can be disabled by the "calming" status effect when this value is set to true.


Name: Calming Disabled

Key: calmingDisabled

Type: Boolean

Default: false

Example
{
  "auras": [
    {
      "aura": "BURNING",
      "calmingDisabled": true
    }
  ]
}

Template:
"resourcefulbees:breeding/v1": {
  "feedAmount": 2,
  "childGrowthDelay": -45000,
  "breedDelay": 2400,
  "parents": [
    {
      "parent1": "diamond",
      "parent2": "coal",
      "weight": 75.0,
      "chance": 0.67
    },
    {
      "parent1": "diamond",
      "parent2": "diamond",
      "weight": 24.0,
      "chance": 0.67
    }
  ],
  "feedItem": [
    "minecraft:poppy",
    "minecraft:carrot"
  ],
  "feedReturnItem": {
    "id": "minecraft:bucket",
    "count": 1,
    "nbt": {
      "this_is": "an_nbt_tag"
    }
  }
}
"resourcefulbees:breeding/v1": {
    ...
}
resourcefulbees:breeding/v1
"resourcefulbees:breeding/v1": {
  "parents": [
    {
      "parent1": "diamond",
      "parent2": "coal",
      "weight": 75.0,
      "chance": 0.67
    }
  ]
}
"resourcefulbees:breeding/v1": {
  "feedItem": "#minecraft:candles"
}
"resourcefulbees:breeding/v1": {
  "feedItem": [
    "minecraft:poppy",
    "minecraft:carrot"
  ]
}
"resourcefulbees:breeding/v1": {
  "feedItem": "minecraft:carrot"
}
"resourcefulbees:breeding/v1": {
  "feedReturnItem": {
    "id": "minecraft:bucket",
    "count": 1,
    "nbt": {
      "this_is": "an_nbt_tag"
    }
  }
}
"resourcefulbees:breeding/v1": {
  "feedAmount": 2
}
"resourcefulbees:breeding/v1": {
  "childGrowthDelay": -45000
}
"resourcefulbees:breeding/v1": {
  "breedDelay": 2400
}
BeeFamily[]

Mutation Type

Customization Options


type

A mutation can be one of four different types:

Item | Block | Fluid | Entity

The type object is used for defining the Mutation Type, associated data, and the likelihood of obtaining, when used as an output option.


Name: Mutation Type

Key: type

Type: String

Default: This value is required or the recipe won't load!

item

The item being transformed or resulted.


Name: Item

Key: item

Type: RestrictedItemPredicate

Default: This value is required or the recipe won't load!

Example
{
  "type": "item",
  "item": {
    "id": "minecraft:nether_star"
  }
}

chance

The chance of actually resulting the item when selected as the output from the pool of items.


Name: Chance

Key: chance

Type: Double

Range: 0.0 - 1.0

Default: 1.0

Example
{
  "type": "item",
  "item": {
    "id": "minecraft:nether_star"
  },
  "chance": 0.5
}

weight

How likely the item is to be selected among a pool of items.

Calculating Weight Distributions:

A mutation recipe has five different output options.

The weights are as follows:

Output 1: 20
Output 2: 10
Output 3: 30
Output 4: 60    
Output 5: 80

The chances each output has of being selected are as follows:

Output 1: 10%
Output 2: 5%
Output 3: 15%
Output 4: 30%
Output 5: 40%

To calculate the chance:

  1. Add up all the weights

  2. Divide the weight you wish to check by the total in step 1


Name: Weight

Key: weight

Type: Double

Range: ≥0.0

Default: 10

Example
{
  "type": "item",
  "item": {
    "id": "minecraft:nether_star"
  },
  "weight": 69
}

block

The block being transformed or resulted.


Name: Block

Key: block

Type: RestrictedBlockPredicate

Default: This value is required or the recipe won't load!

Example
{
  "type": "block",
  "block": {
    "id": "minecraft:diamond_block"
  }
}

chance

The chance of actually resulting the block, if selected as the output from the pool of blocks.


Name: Chance

Key: chance

Type: Double

Range: 0.0 - 1.0

Default: 1.0

Example
{
  "type": "block",
  "block": {
    "id": "minecraft:diamond_block"
  },
  "chance": 0.5
}

weight

How likely the block is to be selected among a pool of blocks.

Calculating Weight Distributions:

A mutation recipe has five different output options.

The weights are as follows:

Output 1: 20
Output 2: 10
Output 3: 30
Output 4: 60    
Output 5: 80

The chances each output has of being selected are as follows:

Output 1: 10%
Output 2: 5%
Output 3: 15%
Output 4: 30%
Output 5: 40%

To calculate the chance:

  1. Add up all the weights

  2. Divide the weight you wish to check by the total in step 1


Name: Weight

Key: weight

Type: Double

Range: ≥0.0

Default: 10

Example
{
  "type": "block",
  "block": {
    "id": "minecraft:diamond_block"
  },
  "weight": 69
}

fluid

The block being transformed or resulted.


Name: Fluid

Key: fluid

Type: Fluid

Default: This value is required or the recipe won't load!

Example
{
  "type": "fluid",
  "fluid": {
    "id": "minecraft:water"
  }
}

chance

The chance of actually resulting the fluid, if selected as the output from the pool of fluids.


Name: Chance

Key: chance

Type: Double

Range: 0.0 - 1.0

Default: 1.0

Example
{
  "type": "fluid",
  "fluid": {
    "id": "minecraft:water"
  },
  "chance": 0.5
}

weight

How likely the fluid is to be selected among a pool of fluids.

Calculating Weight Distributions:

A mutation recipe has five different output options.

The weights are as follows:

Output 1: 20
Output 2: 10
Output 3: 30
Output 4: 60    
Output 5: 80

The chances each output has of being selected are as follows:

Output 1: 10%
Output 2: 5%
Output 3: 15%
Output 4: 30%
Output 5: 40%

To calculate the chance:

  1. Add up all the weights

  2. Divide the weight you wish to check by the total in step 1


Name: Weight

Key: weight

Type: Double

Range: ≥0.0

Default: 10

Example
{
  "type": "fluid",
  "fluid": {
    "id": "minecraft:water"
  },
  "weight": 69
}

entity

The block being transformed or resulted.


Name: Entity

Key: entity

Type: RestrictedEntityPredicate

Default: This value is required or the recipe won't load!

Example
{
  "type": "entity",
  "entity": {
    "id": "minecraft:cow"
  }
}

chance

The chance of actually resulting the entity, if selected as the output from the pool of entities.


Name: Chance

Key: chance

Type: Double

Range: 0.0 - 1.0

Default: 1.0

Example
{
  "type": "entity",
  "entity": {
    "id": "minecraft:cow"
  },
  "chance": 0.5
}

weight

How likely the entity is to be selected among a pool of entities.

Calculating Weight Distributions:

A mutation recipe has five different output options.

The weights are as follows:

Output 1: 20
Output 2: 10
Output 3: 30
Output 4: 60    
Output 5: 80

The chances each output has of being selected are as follows:

Output 1: 10%
Output 2: 5%
Output 3: 15%
Output 4: 30%
Output 5: 40%

To calculate the chance:

  1. Add up all the weights

  2. Divide the weight you wish to check by the total in step 1


Name: Weight

Key: weight

Type: Double

Range: ≥0.0

Default: 10

Example
{
  "type": "entity",
  "entity": {
    "id": "minecraft:cow"
  },
  "weight": 69
}

Mutation Data

Mutations are the repurposing of a vanilla mechanic: pollination effect. When a bee pollinates a flower and is returning to a hive, any flower it flies over has a chance to be fertilized (have a growth tick applied to it). It can do this up to 10 times before it needs to visit a hive to reset the counter.

Mutations reuse the vanilla mechanic by allowing bees to transform one object into another. The bee would simply fly over a target item|block|fluid|entity and the target would be transformed into different item|block|fluid|entity.

The mutation customization component simply contains the recipe ID for the mutations which the bee can perform and the mutation limit.

Identifier


The root JSON of the mutation customization component looks like this:

The identifier of the component is as such:

Customization Options


count

The number of mutations that can be performed before the bee needs to visit a hive to reset the counter.


Name: Mutation Count

Key: count

Type: Integer

Default: 10

Example

mutation

The ID for the mutation recipe. The format is that of a .


Name: Mutation

Key: mutation

Type:

Default: No Mutation

Example

Template:
"resourcefulbees:mutation/v1": {
  "count": 5,
  "mutation": "resourcefulbees:mutations/template"
}
"resourcefulbees:mutation/v1": {
    ...
}
resourcefulbees:mutation/v1
"resourcefulbees:mutation/v1": {
  "count": 5,
  "mutation": "resourcefulbees:mutations/template"
}
"resourcefulbees:mutation/v1": {
  "mutation": "resourcefulbees:mutations/template"
}
ResourceLocation
ResourceLocation

Combat Data

The combat customization component is responsible for defining a bee's survival ability and hostility:

  • Is the bee passive?

  • Does it lose its stinger after attacking?

  • Does it inflict poison?

  • Can it take damage?

  • General attributes of the entity such as:

    • Max health

    • Armor

    • Attack damage

    • Knockback

    • Any registered attribute vanilla or modded can be customized

Template:
"resourcefulbees:combat/v1": {
  "removeStingerOnAttack": false,
  "inflictsPoison": false,
  "attributes": {
    "generic.attack_damage": 0,
    "generic.max_health": 2,
    "generic.armor": 5,
    "generic.armor_toughness": 10,
    "generic.attack_knockback": 3
  }
}

Identifier


The root JSON of the combat customization component looks like this:

"resourcefulbees:combat/v1": {
    ...
}

The identifier of the component is as such:

resourcefulbees:combat/v1

Customization Options


isPassive

When true, the bee will not attack entities back.


Name: Passive

Key: isPassive

Type: Boolean

Default: false

Example
"resourcefulbees:combat/v1": {
  "isPassive": true
}

removeStingerOnAttack

When true, the bees stinger will be removed on attack. If a bees stinger is removed, it has a chance of randomly dying a bit after the stinger was removed.


Name: Remove Stinger

Key: removeStingerOnAttack

Type: Boolean

Default: true

Example
"resourcefulbees:combat/v1": {
  "removeStingerOnAttack": false
}

inflictsPoison

When true, the targeted entity will be inflicted with poison when attacked.


Name: Inflict Poison

Key: inflictsPoison

Type: Boolean

Default: true

Example
"resourcefulbees:combat/v1": {
  "inflictsPoison": false
}

isInvulnerable

When true, the bee will not take any damage.


Name: Invulnerable

Key: isInvulnerable

Type: Boolean

Default: false

Example
"resourcefulbees:combat/v1": {
  "attributes": {
    "generic.attack_damage": 0,
    "generic.max_health": 2,
    "generic.armor": 5,
    "generic.armor_toughness": 10,
    "generic.attack_knockback": 3
  }
}

attributes

A map of attributes and their values. The keys are the Attribute ID's and the values are the attribute value.


Name: Invulnerable

Key: attributes

Type: Map<Attribute, Double>

Default:

"generic.max_health": 10,
"generic.flying_speed": 0.6,
"generic.movement_speed": 0.3,
"generic.attack_damage": 1,
"generic.follow_range": 48,
"generic.armor": 0,
"generic.armor_toughness": 0,
"generic.attack_knockback": 0
Example
"resourcefulbees:combat/v1": {
  "attributes": {
    "generic.attack_damage": 0,
    "generic.max_health": 2,
    "generic.armor": 5,
    "generic.armor_toughness": 10,
    "generic.attack_knockback": 3
  }
}

Trade Data

The villager trade customization component is reused across several JSON files within Resourceful Bees. It is responsible for defining the costs and rewards of certain trade items depending on which file it is used in. Not including a villager trade customization component prevents the associated items from being added to the pool of trades.

Below are the JSON files which can have a villager trade customization component and the trades they create.

When the component is used in a custom bee JSON, a filled bee jar will be added to the Level 5 trade pool.

When the component is used in a custom honeycomb JSON, the honeycomb and honeycomb block will be added to the Level 3 trade pool.

The component can be used in three different sections of a custom honey JSON:

  • When used in the honey bottle section, a honey bottle will be added to the Level 3 trade pool.

  • When used in the honey block section, a honey block will be added to the Level 3 trade pool.

  • When used in the honey fluid section, a honey bucket will be added to the Level 3 trade pool.

Adding an empty villager trade component will add the trade to the pool using all default values.

Example
{
  "resourcefulbees:block/v1": {
    "color": "rainbow",
    "honeyBlockItem": "resourcefulbees:rainbow_honey_block",
    "honeyBlock": "resourcefulbees:rainbow_honey_block",
    "tradeData": {}
  }
}
Template:
"resourcefulbees:trade/v1": {
  "amount": {
    "min": 1,
    "max": 1
  },
  "secondaryItem": "minecraft:coal_block",
  "secondaryItemCost": {
    "min": 4,
    "max": 8
  },
  "priceMultiplier": 0.4,
  "maxTrades": 2,
  "xp": 8
}

Identifier


The root JSON of the villager trade customization component looks like this:

"resourcefulbees:trade/v1": {
    ...
}

The identifier of the component is as such:

resourcefulbees:trade/v1

In custom honeycomb and honey JSON's the identifier is tradeData:

Example
{
  "resourcefulbees:block/v1": {
    "tradeData": {}    <---- Identifier
  }
}

Customization Options


amount

The max amount of filled bee jars that can potentially be received in a single trade.

When trades are being populated, the amount actually used is a randomized value between the min and the max, therefore, not all trades will always have this amount.


Name: Amount

Key: amount

Type: UniformInt

Default: 1, 64

Example
"resourcefulbees:trade/v1": {
  "amount": {
    "min": 1,
    "max": 1
  }
}

secondaryItem

The item needed, when the trade requires a secondary item, in addition to golden flowers.


Name: Secondary Item

Key: secondaryItem

Type: ItemStack

Default: ItemStack.EMPTY

Example
"resourcefulbees:trade/v1": {
  "secondaryItem": "minecraft:coal_block"
}

secondaryItemCost

The max base cost for the secondary item.

When trades are being populated, the amount actually used is a randomized value between the min and the max, therefore, not all trades will always have this amount.


Name: Secondary Item Cost

Key: secondaryItemCost

Type: UniformInt

Default: 1, 4

Example
"resourcefulbees:trade/v1": {
  "secondaryItem": "minecraft:coal_block",
  "secondaryItemCost": {
    "min": 4,
    "max": 8
  }
}

priceMultiplier

When demand goes up, so does the price. Use this value to scale the price increase.

Most vanilla trades have a price multiplier of 0.05


Name: Price Multiplier

Key: priceMultiplier

Type: Float

Range: 0.00 - 1.00

Default: 0.05

Example
"resourcefulbees:trade/v1": {
  "priceMultiplier": 0.4
}

maxTrades

The max number of trades that can be performed before a restock is needed.


Name: Max Trades

Key: maxTrades

Type: Integer

Range: 1 - 64

Default: 8

Example
"resourcefulbees:trade/v1": {
  "maxTrades": 2
}

xp

The XP awarded each trade.


Name: XP

Key: xp

Type: Integer

Range: 1 - 64

Default: 3

Example
"resourcefulbees:trade/v1": {
  "xp": 8
}

HolderSet<Item>