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The Default Content datapack

The MineDnD mod on its own adds the mechanics: ability scores and their effects, levels and points, the character sheet, item abilities, requirement rules, achievement triggers, titles and the /dnd commands. It adds no content: no magic items, no enchantments, no rules, no achievements, no titles.

All of that comes from datapacks. The MineDnD Default Content datapack (namespace dnd5e) is one world built with the engine, D&D 5e flavoured, to show what it can do: install it to play right away, use only parts of it, copy its files as examples for your own, or skip it and write your own world from scratch.

What's in it

Folder in the pack What it adds Count
data/dnd5e/items/ Magic items: weapons, armor, accessories, arrows, tomes, tools, potions, smithing templates, food (10 of them are secret: hidden) 108
data/dnd5e/recipe/ How to make them: crafting table, brewing stand, smithing table, fletching table for arrows, bows and crossbows (fletching), enchanting table for wands, staffs, spellbooks and off-hand items (imbuing), and furnace, smoker and campfire for food (cooking) 94
data/dnd5e/advancement/recipes/ When each recipe appears in the recipe book (the fletching and enchanting tables list their own) 54
data/dnd5e/loot_injections/ Legendary items and templates in vanilla chests, mob drops and fishing (loot) 12
data/dnd5e/loot_table/game_master/ A treasure for game masters to hand out: /loot give @p loot dnd5e:game_master/dragon_hoard 1
data/dnd5e/enchantment/ and data/minecraft/tags/enchantment/ Enchantments, and where they're found (enchanting tables, loot, trades) 24
data/dnd5e/crafting_requirements/ Requirement rules: scores to craft, brew, place and use things (anvils, beacons, diamond tools…); brewing/ gives every potion a tier, imbuing/ every imbuing recipe; legendary/ restricts the legendary recipes 59
data/dnd5e/tags/potion/ Potion groups used by the brewing tiers 3
data/minednd/tags/block/first_time_xp.json Blocks that give adventure XP the first time they're mined 1
data/dnd5e/advancement/achievements/ The MineDnD achievements tab 27
data/dnd5e/title/ Titles, unlocked by the achievements 10
data/dnd5e/lang/ Names and descriptions in English and Italian, and the enchantment levels XI–XX 2
data/minednd/settings.json Every world setting, to copy and change: all at the mod's defaults except adventure XP, which it turns on ("enabled": true), without XP for repeat kills ("repeat_kills": false) 1

Every item, enchantment and rule, in tables: Default content; one by one: items, enchantments.

Legendary items

The legendary items are rare on purpose, and they're also the pack's examples of every feature for rare items: a limit per world, hidden items and recipes, smithing templates, loot and recipes that need other MineDnD items. The recipes that need a hidden template are secrets for players (the item pages say only "found in the world"); to see how they're made, open the files in the pack.

Item What it shows Files (data/dnd5e/…)
Vorpal Sword A hidden template, limited to 1, in end city chests; the sword itself limited to 1; a requirement rule in the smithing table items/templates/vorpal_edge.json, recipe/weapons/vorpal_sword.json, loot_injections/vorpal_edge.json, crafting_requirements/legendary/vorpal_sword.json
Staff of Power Upgrading a MineDnD item (the Wizard's Staff) in the smithing table; one template in two places: ancient city chests and evoker drops recipe/weapons/staff_of_power.json, loot_injections/arcane_focus_*.json
Infernal Cuirass A template players may know about (not hidden) built on a vanilla trim template, in bastions; a tag as the addition items/templates/infernal_forge.json, recipe/armor/infernal_cuirass.json
Hammer of Thunderbolts A template only operators can make ("limit": 0), as a quest reward; a MineDnD item as the addition items/templates/thunder_rune.json, recipe/weapons/hammer_of_thunderbolts.json
Javelin of Lightning A hidden template with no limit, from fishing and ominous vaults (two at a time); smithing with no addition recipe/weapons/javelin_of_lightning.json, loot_injections/storm_sigil_*.json
Periapt of Wound Closure → Holy Symbol A chain: Amulet of Health (crafted) → Periapt (crafted, limited to 5) → Holy Symbol (smithing without a template) recipe/accessories/periapt_of_wound_closure.json, recipe/weapons/holy_symbol.json
Belt of Giant Strength Crafting with three MineDnD items, one of them brewed (Potion of Hill Giant Strength); limited to 3; its recipe unlocks when you get one of them recipe/armor/belt_of_giant_strength.json, advancement/recipes/armor/belt_of_giant_strength.json
Pearl of Power, the four tomes Items found directly, without a recipe: elder guardian drops; stronghold library and woodland mansion chests loot_injections/pearl_of_power.json, loot_injections/tome_*.json, …/manual_of_bodily_health.json
Two secret items A hidden potion brewed from a MineDnD potion, limited per bottle, not in the brewing stand's list; a hidden ring crafted from the Pearl of Power, whose recipe appears in the book only when you find a Pearl items/potions/, items/accessories/ (the ones with "hidden": true)
Boots of Featherfall, Armor of Invulnerability Levels past vanilla's: Feather Falling X (past the 80 % cap: it protects like VII) and Protection XV (named with the pack's XI–XX translations); the Armor only from the dragon hoard. The Vorpal Sword has Sharpness VIII, the Infernal Cuirass Fire Protection VI. See Changing vanilla enchantments items/armor/boots_of_featherfall.json, items/armor/armor_of_invulnerability.json, lang/
The dragon hoard A loot table of the pack's own, for game masters: weighted MineDnD items, a conditional template, vanilla treasure. Limits still apply loot_table/game_master/dragon_hoard.json

Limited and hidden items aren't in the example world's chests (anyone could take or see them there); operators get them with /dnd give, and /dnd limited list shows how many each world has made.

Without it, MineDnD still works: scores still change damage, speed, health and XP, players level up, the character sheet, commands and item abilities work. There are simply no MineDnD items (the creative tab is empty), no requirement rules, no MineDnD achievements or titles, adventure XP is off (players level up only by /dnd commands), and mining gives no first-time XP (no blocks are listed).

Download

From the repository's Releases page, the file MineDnD-Default-Content-<version>.zip, next to the mod's jar (and, for its looks, MineDnD-Default-Content-Resources-<version>.zip). Take the version that matches your mod. Don't unzip it: Minecraft reads the zip as it is.

Testing a release candidate (the mod's X.Y.Z-rc version on Modrinth)? Its datapack is MineDnD-Default-Content-<version>-rc-<commit>.zip, in the pre-release "MineDnD release candidate" (tag rc-v<version>) on the same page: take the one whose commit matches the mod's (the mods list shows X.Y.Z-rc+<commit>).

Its looks: the resource pack

MineDnD-Default-Content-Resources-<version>.zip, next to the datapack, is a resource pack: 91 of the pack's items get their own icons, in the inventory and in hand: the weapons, staffs and wands, bows, the spellbook and tomes, the Dwarven Pick, the armor and shields, the rings, amulets and stones, and the food. The armor also has its own look when worn (helmets, chest pieces, greaves, the belt, boots). It's optional and separate:

  • Install: put it in the game's resourcepacks folder (not the world's) and turn it on in Options → Resource Packs. The .mrpack modpack already has it there: just turn it on. A server can send it to its players with resource-pack= in server.properties (how).
  • Without it the items work the same and look like their base item (a Flame Sword looks like an iron sword). Worn armor is the exception: without the resource pack it's invisible when worn (it still protects). Its look on the body comes from the resource pack, with no vanilla look to fall back on (why).
  • Without the datapack it changes nothing: every vanilla sword, bow or stick keeps its vanilla look.
  • Next to other look packs: it replaces no vanilla file (each item's look is its own file, by its id), so it works together with yours or another author's.
  • The Dwarven Heavy Crossbow and the Bolt Thrower, the potions, the arrows and the smithing table's templates keep their base item's look for now.
  • Icons by IvoryRed (weapons, armor, items and Bar Katto packs, CC BY 4.0); the pack's CREDITS.md has the details and what was changed. How it's made: Custom looks, and its source in resourcepacks/default-content.

Install

The datapack goes in each world that should have it (datapacks belong to a world, not to the game). Players don't need it on their computer: on a server, only the server has it, and the mod sends the names and rules to every player.

A new world

  1. Singleplayer → Create New World → More → Data Packs.
  2. Drag MineDnD-Default-Content-<version>.zip onto the window (or Open Pack Folder and copy it there).
  3. Click the arrow on MineDnD Default Content to move it to Selected, then Done.
  4. Create the world. With the MineDnD example world button (Game tab), add the datapack the same way first, then press the button: the chests in front of you will hold every item.

An existing world

  1. Close the world (or the game).
  2. Put the zip in the world's datapacks folder:
Where the world is Folder
In the game Singleplayer → select the world → Edit → Open World Folder → datapacks
Minecraft launcher, Windows %APPDATA%\.minecraft\saves\<world>\datapacks
Minecraft launcher, macOS ~/Library/Application Support/minecraft/saves/<world>/datapacks
Minecraft launcher, Linux ~/.minecraft/saves/<world>/datapacks
Modrinth App the instance → ⋯ → Open folder → saves/<world>/datapacks
  1. Open the world. A new pack in the folder is switched on when the world loads.

Open the world again rather than using /reload: the pack has enchantments, and Minecraft loads enchantments only when a world loads.

A server

  1. Stop the server.
  2. Put the zip in <server folder>/<world>/datapacks/. The world folder is level-name in server.properties (usually world). On a hosting panel use its file manager or SFTP.
  3. Start the server.

Check that it's on

  • /datapack list: file/MineDnD-Default-Content-<version>.zip is among the enabled packs.
  • /dnd info lists it with how many items, enchantments, rules and recipes it adds.
  • The MineDnD creative tab has the items; /dnd catalog chests places chests with all of them.

Update

  1. Close the world (or stop the server).
  2. Delete the old MineDnD-Default-Content-….zip from datapacks and put the new one there. Don't keep both: two versions would both be on, and the newer wouldn't always win.
  3. Open the world (or start the server).

Your own packs that change parts of it (see Change it) keep working after an update; files you edited inside the pack itself are replaced.

Turn it off or remove it

  • Off, keeping the file: /datapack disable "file/MineDnD-Default-Content-<version>.zip" (tab completes the name); /datapack enable turns it on again. Reopen the world for the enchantments to go too.
  • Removed: delete the zip and reopen the world.

Items players already have keep their name, lore, bonus, requirements and ability (they're stored on the item), but the pack's enchantments disappear from them; recipes, requirement rules, achievements and titles are gone, and the items can't be given with /dnd give any more.

Use only part of it

A datapack also works as a plain folder. Unzip the pack into the world's datapacks folder (you get a folder with pack.mcmeta and data/ inside, which is right; pack.mcmeta must be directly in that folder, not one level deeper), delete what you don't want, and reopen the world.

To leave out Delete Note
Requirement rules data/dnd5e/crafting_requirements/ brewing/ alone is the potion tiers
Brewing tiers only data/dnd5e/crafting_requirements/brewing/ and data/dnd5e/tags/potion/
Achievements and titles data/dnd5e/advancement/achievements/ and data/dnd5e/title/ Titles need their achievement
Titles only data/dnd5e/title/ The achievements stay
Enchantments data/dnd5e/enchantment/ and data/minecraft/tags/enchantment/ Items that carry them lose those enchantments
Some items their file in data/dnd5e/items/…, and the files with the same path in recipe/ and advancement/recipes/ A recipe whose item is gone crafts nothing
Recipe unlocks data/dnd5e/advancement/recipes/ Every recipe is then in every recipe book from the start
First-time XP from blocks data/minednd/tags/block/first_time_xp.json
The world settings data/minednd/settings.json Adventure XP goes back off (the mod's default); everything else in it is already the default

Keep data/dnd5e/lang/: it has the names and descriptions. Without it items show the English fallback text, and achievements and titles show their keys.

Examples: - Only the rules (scores to use anvils, beacons, diamond tools, brewing tiers), no items: keep pack.mcmeta, data/dnd5e/crafting_requirements/, data/dnd5e/tags/potion/ and data/dnd5e/lang/. - Everything but achievements and titles: delete data/dnd5e/advancement/achievements/ and data/dnd5e/title/.

Change it

Two ways:

  • Edit the pack's files (unzipped, as above). Quick, but an update replaces your changes.
  • Recommended: your own small pack on top. Make your own datapack with only the files you change, at the same path as in the Default Content pack, and put it above the Default Content pack in the load order. Its files replace the pack's ones, and updating the Default Content pack keeps your changes. How to make a pack and the load order: Datapacks and Load order and overriding.

Examples, in your own pack (data/dnd5e/… is the Default Content pack's namespace, so the paths match):

To File in your pack
Make the Flame Sword need STR 10 copy data/dnd5e/items/weapons/flame_sword.json and change "minednd:requirements": { "str": 10 }
Lift the rule on bows data/dnd5e/crafting_requirements/bow.json with { "items": "minecraft:bow", "requirements": { "dex": 1 } } (score 1: everyone meets it)
Make the Miner title easier copy data/dnd5e/advancement/achievements/miner_2.json and lower "min"
Turn adventure XP off, or give XP for repeat kills too data/minednd/settings.json with { "experience": { "enabled": false } } or { "experience": { "repeat_kills": true } }: see below

World settings: the pack's data/minednd/settings.json lists every setting (adventure XP on, without repeat kills; the rest at the mod's defaults), so you can see them all in one place (what each one does: World settings). Copy it into your own pack and keep only the values you change. Settings are merged key by key and the higher pack wins for each value: since the Default Content pack sets every value, your pack must be above it, or its defaults win. /dnd info settings shows each changed value and the pack that set it.

Adding your own items, rules or achievements next to the default ones: give them your own namespace (data/my_campaign/…), so they never clash with the pack's files. See Datapacks.