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Modifier Systems

Luke Tonon edited this page Dec 12, 2021 · 6 revisions

Abstract

Minecraft has many forms of data-driven objects inside its registries, and many of these objects can only get replaced by overriding files, leading to incompatibilities. Fixing these incompatibilities is complex and requires a complex solution, and Blueprint has utilities to assist in resolving these incompatibilities.

The Generic Modification System

Blueprint includes a package that contains various code files to ease the creation of data-driven modification systems.

What is a Data-Driven Modification System?

As stated before, systems are needed to manage data-driven modifiers that modify a specific type of object. Making these systems can be tedious, so Blueprint includes a utility package to remove the boilerplate code often needed for these systems.

A Data-Driven Modification System is a system that handles the serializing and deserializing of modifiers from datapacks and/or resources and uses these modifiers to modify a specific type of object.

Understanding the Generic Modification System is not easy as it is a complex and robust system, so a page has been dedicated to it:

The Generic Modification System

There are built-in implementations of the Generic Modification System listed below. It is recommended you read up on the basics of The Generic Modification System as the built-in implementations make use of many of the concepts discussed there.

Built-in implementations