User:EatingSilencerforBreakfast/Guides/Resource packs and data packs

The following guide documents how to create a resource pack or a data pack that works with the elements of Advent of Ascension.

Getting started
The process for creating a resource pack or data pack for Advent of Ascension is mostly the same as creating one for vanilla Minecraft.

If you are not sure on how to make either of these, check out these links:
 * Resource pack tutorial on Minecraft Wiki.
 * Data pack tutorial on Minecraft Wiki.

Making a resource pack for the mod
To make a resource pack that works with the mod, the player will need to follow the steps for creating a normal resource pack (as stated in the above link). However, there are a few key differences which are listed below.

Creating the mod asset folder
When you make a resource pack for Minecraft, you normally make create an  folder, then inside you create a   folder, and so on. To make your resource pack work for this mod, you will need to navigate to your  folder. Go inside the  folder and create a new folder called   (if you are making the resource pack for the latest version on 1.7.10, then you will need to call the folder   instead).

Once you have done this, you are ready to move onto the next step.

Changing textures
Once you have the aoa3 folder made, you can begin changing the resources of the mod, including textures.

To start changing the mod's textures, you will need to go inside your  folder and create a new folder called. Once you have made the  folder, you then go inside it.

This is where things get tricky. The inside of the  folder is a complicated hierarchy with the different textures being inside different folders. In order to successfully change a texture in the mod, you will have to place a specific texture in the correct folder inside the  folder, otherwise it will not work.

Texture folder hierarchy
The hierarchy of the texture folder is listed below. Note that this applies for version 3.1.2.b. For 1.7.10 users, the hierarchy is different.

Press the Expand button to make the hierarchy visible.
 * assets/aoa3/textures/...
 * blocks
 * decoration
 * banners
 * bejewelled
 * encrusted
 * gilded
 * normal
 * special
 * bricks
 * carpets
 * compressedblock
 * glass
 * ivory
 * misc
 * planks
 * statues
 * functional
 * boss
 * crops
 * lamps
 * lights
 * misc
 * portal
 * spawners
 * utility
 * generation
 * dirt
 * grass
 * leaves
 * misc
 * ores
 * plants
 * sand
 * special
 * stone
 * wood
 * entities
 * animals
 * boss
 * bane
 * baroness
 * clunkhead
 * coniferon
 * corallus
 * cottoncandor
 * craexxeus
 * creep
 * crystocore
 * dracyon
 * elusive
 * flash
 * fourguardians
 * goldorth
 * graw
 * gyro
 * hiveking
 * horon
 * hydrolisk
 * kingbambambam
 * kingshroomus
 * klobber
 * kror
 * mechbot
 * mirage
 * nethengeicwither
 * penumbra
 * primordialfive
 * proshield
 * rockrider
 * shadowlord
 * silverfoot
 * skeletalarmy
 * smash
 * tyrosaur
 * vinocorne
 * visualent
 * voxxulon
 * minions
 * misc
 * mobs
 * abyss
 * barathos
 * candyland
 * celeve
 * creeponia
 * crystevia
 * deeplands
 * dustopia
 * gardencia
 * greckon
 * haven
 * immortallis
 * iromine
 * lborean
 * lelyetia
 * lunalus
 * misc
 * mysterium
 * nether
 * overworld
 * precasia
 * runandor
 * shyrelands
 * voxponds
 * npcs
 * ambient
 * banker
 * lottoman
 * skillmaster
 * trader
 * player
 * projectiles
 * arrows
 * bullets
 * cannonshots
 * misc
 * mobshots
 * thrown
 * fx
 * gui
 * bossbars
 * helmets
 * maingui
 * themes
 * ancientruins
 * default
 * hell
 * jungle
 * mobproperties
 * overlays
 * resource
 * snipers
 * traders
 * items
 * armour
 * food
 * drinks
 * fish
 * meat
 * misc
 * plants
 * minionslabs
 * misc
 * ammo
 * boss
 * essence
 * infusionstone
 * mineral
 * misc
 * powerstone
 * realmstone
 * records
 * seeds
 * tokens
 * upgradekit
 * special
 * tools
 * axes
 * misc
 * pickaxes
 * shovels
 * totems
 * weapons
 * archerguns
 * blasters
 * bows
 * temp
 * cannons
 * greatblades
 * guns
 * mauls
 * shotguns
 * snipers
 * staves
 * swords
 * thrown
 * vulcanes
 * models
 * armor

Changing sounds
To change sounds in the mod, you will need to go inside the  folder and create a   folder. You then need to navigate into this folder.

Like with textures, editing sounds can be tricky because there is a hierarchy of folders that must be set up exact in order for it to work.

Sound folder hierarchy
The following is the folder structure that the sounds folder must be set up in order to work. Note that this applies to the 3.1.2.b version of the mod, 1.7.10 has a different structure.


 * assets/aoa3/sounds/...
 * ambient
 * abyss
 * barathos
 * candyland
 * celeve
 * creeponia
 * crystevia
 * deeplands
 * dustopia
 * gardencia
 * greckon
 * haven
 * iromine
 * lborean
 * lelyetia
 * lunalus
 * mysterium
 * precasia
 * runandor
 * shyrelands
 * voxponds
 * blocks
 * interact
 * portal
 * traps
 * entities
 * animals
 * misc
 * mobs
 * events
 * items
 * greatblades
 * guns
 * misc
 * staves
 * thrown
 * vulcanes
 * misc
 * music
 * boss
 * projectiles