Custom Conduit is a mod that adds a special conduit block to the game which is designed to allow modpack authors to customize and configure it to their liking and make any conduit that they desire.
By default, the Custom Conduit is fully functional and has a fire theme; it provides Fire Resistance, uses blackstone blocks as its frame, damages Magma Cubes, and has a magma and gilded blackstone style block and particle texture. These can all be customized via datapacks, resource packs, and the provided configuration file.
See instructions for customization below, or you can use it out of the box as the default fully-functional Fire Resistance conduit.
Customizing for use in a modpack:
You will need three components to fully customize the Custom Conduit: a datapack, a resource pack, and the provided configuration file. I also have an example datapack and resource pack available here.
The datapack will be used to tag the frame blocks, provide the recipe for the Custom Conduit itself, and determine what entities the Custom Conduit will target and damage.
By default, the tagged frame blocks are blackstone and its full-block variants while the tagged entities are magma cubes. You can add or entirely change these according to your needs by changing the tags. You can likewise change the recipe for the Custom Conduit. Make sure all the tags are set to "replace: true" to function correctly.
Your datapack will need to include:
- The tag for the frame blocks "custom_conduit:conduit_block".
- The tag for targeted hostile entities "custom_conduit:conduit_targets".
- The recipe ID for the Custom Conduit "custom_conduit:custom_conduit_recipe".
The resource pack will be used to change the texture (and optionally the model) of the Custom Conduit. It is recommended that these be in theme with the frame blocks and whatever potion effect the Custom Conduit will be configured to provide.
Your resource pack will need to include:
- The texture for the inactive Custom Conduit (optionally its model)
- The texture for the activate Custom Conduit (optionally its model)
- The texture for the particle that appears when the Custom Conduit is active
- Optionally you can change the lang files to whatever you need
The configuration file will be used to determine what conditions are required for the Custom Conduit to function, what players will receive the effect, what potion effects it will give to players who meet the conditions, and if, how much, and at what range it will damage entities.
The configurable properties include:
- Whether or not the Custom Conduit needs to be waterlogged
- Whether or not the player needs to be in water or rain
- Whether or not the player needs to be on fire or in lava
- Whether debug messages are enabled (your chat will get very fully very fast)
- Whether or not the Custom Conduit should damage hostile entities
- From what distance it should target hostile entities (if enabled)
- How much damage it should apply to hostile entities (if enabled)
- What potion effect or effects should be applied to players within the Custom Conduit's range (you can add more than one)
- The level of the applied potion effect(s)
- Whether the applied potion effect(s) particles will be hidden
Future plans:
Possible update to the Conduit block model so that it has entity animations like the vanilla Conduit
Possibly adding one or two more conduits so that modpacks can have multiple entirely different custom conduits at the same time (ideally dynamically from a datapack but that may not be possible).
Possible configuration to allow the conduit to remove specific potion effects from players rather than give them
Possible configuration to apply a potion effect to targeted hostile mobs
Known issues:
The Custom Conduit uses a static json block model that is not animated like the vanilla Conduit (but it does use blockstates, particles, and sound effects to indicate when it is active)
The Custom Conduit searches for players in a cubic area rather than a spherical radius. This means it actually has greater overall range than a vanilla conduit when searching at a diagonal
The Custom Conduit does not deactive if a block is placed immediately adjacent to it like a vanilla conduit--this is intended behavior and will most likely not be changed.
You cannot add two potion effects with two different levels to the conduit. For example, you cannot add Absorption I and Regeneration II at the same time, they would both be level I or level II. This might be fixed in a future update if it is possible.
Note:
1.20.1 is the current supported version. A NeoForge 1.21.1 port is planned but no estimated release date will be given
You are welcome to include this mod in any modpack