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The resource pack system is an API replacement for texture packs and a way for players to further customize their Minecraft experience.[1][2]

Resource packs eventually allow players to customize music, sounds,[3] language files, end credits[4], and fonts[5] without any code modification.[5][6] Ultimately, every mod/plugin will be its own resource pack, with vanilla incorporated as a resource pack by itself; users will be able to apply multiple resource packs at once. Old Texture Packs won't work with the new updated version of Resource Packs.

Texture Packs

All texture pack functionality has been incorporated into resource packs as of 1.6. All prior texture packs must first be converted to be usable by the game. A tool called Minecraft Texture Ender is available from Mojang to manually convert "unstitched" (1.5 compatible) texture packs to resource packs. "Stitched" packs, which are texture packs meant for versions prior to 1.5, must first be unstitched with Unstitcher. Converted packs function as texture packs when loaded in the game.

Additional functionality

Resource packs include a new metadata format that allows plugin developers in addition to Mojang themselves to easily include whole new types of resources such as sounds, language files, music, etc. with minimal difficulty. The new format will also allow Minecraft to more easily detect out of date packs, while still being able to load them. Resource packs use the entire assets folder in the minecraft directory and "1.6.jar" (a new version format in the new launcher) for usage of additional resources, and include pack.mcmeta (used to describe the resource pack like pack.txt before 1.6.1), and pack.png (a picture for the resource pack, same as texture packs).

Designing a Resource Pack

Resource Packs are much simpler to make than Texture Packs were. To make a Resource pack, copy everything from another Resource Pack, and delete all of the textures in the folder. Deleting the textures folder itself will ruin everything. To change the texture of items, rename the PNG file of what you want it to become (let's say a Raw Porkchop for example) to, for example porkchop_raw.

To rename items themselves, just go into the .lang files and edit the language you want to edit. For instance, if you wanted to rename Raw Porkchop to Bacon, just locate where it says "Raw Porkchop" and change it to "Raw Bacon."

Usage

This function would be great for adventure maps where you'd want to change the music of a certain disc, or if you'd want to change the end credits to something more user-friendly. You could even change the name of the item itself in Survival maps, so changing Birch Wood to Zebra Wood so you could have a unique back-story. And of course, changing the textures of things like texture packs have done. Keep in mind that you can also change the words of the Death Messages, Title-Screen options and more.

It seems as if the possibilities are, in fact ... endless.

Folder structure

  • /
    • pack.mcmeta - MUST. Metadata for this package.
    • pack.png - Thumbnail image.
    • assets
      • minecraft
        • lang
          • [Language Code]_[Country Code].lang - Text-based language files.
        • texts
          • credits.txt - Credit. Translatable, should be written in UTF-8.
          • end.txt - End Poem. Translatable, should be written in UTF-8.
          • splashes.txt - Splash text. Translatable, should be written in UTF-8.
        • textures
          • font
            • ascii.png - Glyphs for non-unicode languages. Instead of its name, this file contains non-ascii characters. As of 1.6.1, this file must be 256×256 pixels.(16×16 pixels for each character)[7]

History

r
1.6Tropical fish also have assigned names that can be seen after capture. In Java Edition, the smaller text under the item name is displayed showing the fish name, similar to the text that displays enchantments under enchanted items. In Bedrock Edition, the item name is displayed showing "Bucket of <fish name>". Their colors are mostly named according to the colored block names, though with a few exceptions:
  • White
  • Silver
  • Gray
  • Black
  • Brown
  • Red
  • Orange
  • Yellow
  • Lime
  • Green
  • Teal
  • Sky
  • Blue
  • Plum
  • Magenta
  • Rose

The base color comes first, and if the pattern color is different, it comes after that. Lastly, the fish bucket is given a name according to the shape and pattern of the fish:

Flopper Glitter Betty
Stripey Blockfish Clayfish
Tropical Fish Patterns
Kob Snooper Brinely
SunStreak Dasher Spotty

Some tropical fish don't follow the normal naming system, and instead, reference real-life fish species. Apart from these names, these types of fish aren't different from regular tropical fish in terms of design or behavior.

These varieties are:

Name Type
Anemone Orange-Gray Stripey
Black Tang Gray Flopper
Blue Dory ‌[Bedrock Edition only] Gray-Sky SunStreak
Blue Tang ‌[Java Edition only] Gray-Blue Flopper
Butterfly Fish ‌[Bedrock Edition only]/Butterflyfish ‌[Java Edition only] White-Gray Clayfish
Cichlid Blue-Gray SunStreak
Clownfish Orange-White Kob
Cotton Candy Betta Rose-Sky Spotty
Dottyback Plum-Yellow Blockfish
Emperor Red Snapper White-Red Clayfish
Goatfish White-Yellow Spotty
Moorish Idol White-Gray Glitter
Ornate Butterfly ‌[Bedrock Edition only]/Ornate Butterflyfish ‌[Java Edition only] White-Orange Clayfish
Parrotfish Teal-Rose Dasher
Queen Angel Fish ‌[Bedrock Edition only]/Queen Angelfish ‌[Java Edition only] Lime-Sky Brinely
Red Cichlid Red-White Betty
Red Lipped Blenny Gray-Red Snooper
Red Snapper Red-White Blockfish
Threadfin White-Yellow Flopper
Tomato Clown ‌[Bedrock Edition only] Red-White SunStreak
Tomato Clownfish ‌[Java Edition only] Red-White Kob
Triggerfish Gray-White SunStreak
Yellowtail Parrot ‌[Bedrock Edition only]/Yellowtail Parrotfish ‌[Java Edition only] Teal-Yellow Dasher
Yellow Tang Yellow Flopper
13w21aResource packs officially mentioned on Mojang website.
13w24aAdded resource packs.

References

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