Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Official MCT Discord Server here.
Assets are protected under the terms in the LICENSE_ASSETS
MCT Resource Data Pack Loader
The API that should have been.
Not just another resource and data pack loader, though it does that very well. Now you can take control of the entire sandbox.
Minecraft is data driven right up to the point where it gets interesting. A data pack can change a recipe, but it cannot add a block, an item or a fluid, it cannot reshape the world, and it lives in one world's save. Past that line you write a mod, once per version and once per loader.
This mod moves the line all the way out. Blocks, items, creatures, dimensions, cities, rules, rewards and whole game modes are JSON files. One folder applies to every world, on clients and dedicated servers alike, and a pack written once loads on Minecraft 1.12.2, 1.20.1, 1.21.1 and 26.x. You are not adding to someone else's game anymore: you are designing your own.
- HOWTO.md, the full manual for each version (English, Deutsch, Русский, 简体中文, Español, Português (Brasil), Français, Čeština, Italiano, 日本語, 한국어, Português (Portugal), Українська, 繁體中文)
- Discord
- CurseForge
- Modrinth
Anything below that applies to only some versions starts with those versions.
A new ore, no Java
rdploader/data/mypack/blocks/ore.json (1.20.1 / 1.21.1 / 26.x)
{
"type": "ore",
"material": "rock",
"harvestTool": "pickaxe",
"variants": {
"ruby_ore": { "hardness": 3.0 }
}
}
That registers mypack:ruby_ore. Add a texture and the blockstate, the models, the
loot table and the tags are written for you. On 1.12.2 the same block is
rdploader/assets/mypack/blocks/ruby_ore.json.
Why it exists
- Content is a file. Blocks, items, fluids, entity variants and dimensions are defined in JSON, where vanilla and the loaders ask for a mod.
- One pack, every version. The 1.20.1, 1.21.1 and 26.x builds read the same packs, and a pack written for 1.12.2 loads on them, or the other way around, converted once on first load.
- One folder, every world. A data pack lives in one world's save and a resource
pack is the player's to switch on.
rdploaderapplies everywhere, in singleplayer and on dedicated servers, with nothing for players to enable.
1.12.2: there are no data packs at all. Advancements, loot tables and functions live inside each world's save, and recipes only load from mod jars. This mod is the data pack system that version never had.
What a pack can do
Everything here runs on the server alone, and players can join on a plain vanilla client, except what is marked RDPL client: that needs the mod and the pack on each player's client too. See Vanilla clients welcome.
Customize vanilla and every mod you run
Your pack outranks every jar. Nothing installed is off limits, and no jar is ever touched.
- Replace any recipe, loot table, advancement, function or structure template, vanilla's or any mod's
- 1.12.2: crafting and furnace recipes only; a mod's machine recipes live in its own code, where CraftTweaker or GroovyScript are the better fit
- Replace any texture, model, language file or sound (RDPL client)
- Property overrides: hardness, light, harvest tool and tier, stack
size, durability, food values and more on any existing block, item or potion,
live with
/rdpl reload(RDPL client) - Block drops: add drops and experience to any block without replacing its loot table
- Disabled blocks and items: take any block or item out of the game, gone from tabs, JEI, loot, trades and every inventory
- Entity variants: new creatures built on any mod's mob, with its AI and your own skin, stats, drops and name (RDPL client)
- Mob ranks: a random rank for any mob when it spawns, with its own health, damage, effects and loot
- Language gates: alternative names players can choose between (RDPL client)
- Registry renames: old worlds keep loading when a mod renames its blocks
- Choose which ores, biomes, structures, spawns and recipes other mods add, and reshape the rest
Remake existing dimensions
The overworld, the Nether, the End and any dimension another mod adds are yours to rework, not just the ones you create. See Existing dimensions.
- A new sky with your own sun, moon, planets and stars, or endless rain (RDPL client)
- New terrain and structures in every chunk not yet explored
- Gates: lock any dimension, the Nether and the End included, until a player earns an advancement, crafts or holds the right item, pays an item price, slays a boss or reaches a team score, per player, per team or for the whole server
- Game rules per dimension, vanilla or modded
- Structures pinned to exact coordinates, and retrogen: new worldgen added to chunks already explored
- Blast Plaster integration: explosions that heal themselves, drop their blocks or leave a clean crater, in any dimension and from any mod
Add content
- Blocks in every common shape, ores, crates and containers up to nine rows by twelve, bells, and portal blocks (RDPL client)
- Items, tools, armor, food, fluids, creative tabs and wearable items (Baubles or Curios) (RDPL client)
- Potions and villager professions (RDPL client)
- Enchantments (RDPL client on 1.12.2 and 1.20.1)
- Brewing recipes and villager trades
- Biomes, cave regions and whole dimensions (RDPL client on 1.12.2)
Generate the world
- Ores, veins, geodes, trees and your own structure templates, filtered by height, biome, dimension and distance from spawn
- Deep worlds that reach hundreds of blocks below the vanilla floor, raised ceilings and floating sky islands
- Void worlds, your own sea level and terrain shape, gravity, and stacked dimensions
- Structure maps that build far past vanilla's 48 block template limit
- Villages and cities: streets, plazas, bridges, railways, subways, sewers and lamp posts, rolled at random, drawn by hand from a city map, or one endless city that never stops
- Pregeneration as a world is created, so nobody waits on chunks while playing
- 1.12.2: rubic worlds that reach far above and below the 256 block limit (RDPL client)
Control the sandbox
- One control layer over ores, biomes, structures, spawning, recipes, terrain, villages, entities, commands and server settings: for each group, let the pack decide, let the config decide, or switch it off
- Game rules, server properties, game mode and difficulty shipped with the pack
- A world template that carries an entire world design as one file
Shape how it plays
- Recipe locks that open crafting as players earn advancements
- Anvil recipes, affixes and socketed gems, and a reshaped enchanting table
- Vein mining, right-click harvest, picking up and carrying blocks and mobs, and loot dropped by players on death
- Rewards for a varied diet, extra hearts earned through play, and work orders
- Exposures: environmental hazards with their own death messages (RDPL client on 1.20.1, 1.21.1 and 26.x)
- Portways: a whole teleport system of named waypoints on their own networks, across dimensions if you allow it, with a price per trip in experience, items, health or hunger, and locked behind the same gates as a dimension (RDPL client)
- Tooltips on any item or enchantment (RDPL client)
Build game modes
- A world intro and story pages shown on entry (RDPL client)
- Teams, scoring rounds and standings
- Raids of your own design, with your own waves, omens and rewards
- Event cards triggered by commands, joins, dimensions, biomes, structures, advancements, kills, crafts, time and score
- Branching dialogs for your creatures, driven by choices and conditions
- Dice and card decks and board games played in the world
What still needs a mod
Anything needing a block entity of its own, a screen of its own or per-tick machine logic. A machine is currently out of reach; an ore, a fence, a food, a fluid, a crate, a raid or a whole game mode is not.
HOWTO.md covers each of these in full.
Vanilla clients welcome
Much of this runs on the server alone. Install the mod on a dedicated server,
switch on vanillaClients, and players join with an untouched vanilla client:
no modpack, nothing to download. Server-side packs has the
details.
What that looks like:
- Cities in vanilla: an endless city of streets, plazas, subways, sewers and towers, built from vanilla blocks
- Team battles in vanilla: factions, scoring rounds and standings, with results announced to every player
- An overhauled economy in vanilla: new recipes, removed recipes, richer loot, new trades and reshaped enchanting
- Progression in vanilla: the Nether and the End stay shut until a player earns an advancement, crafts the key or slays a boss
- A new world in vanilla: void worlds, custom ore veins, your own structures and a pregenerated map ready on day one
- 1.20.1 / 1.21.1 / 26.x: new biomes and whole new dimensions, and raids of your own design
The limit is what the feature list marks RDPL client: anything the client
has to know about to draw it, such as new blocks, items, creatures, sounds,
textures and models. vanillaClients skips those files and names each one in
the log, so a stray block file costs a log line, not a refused connection. A
few things look plainer: cards and dialogs arrive as chat, and server recipes
craft but do not show in the recipe book.
Getting started
Start the game once. The mod creates rdploader next to mods and config, and
writes a readme.txt into it that covers the basics.
Files go in by the same path they have inside a jar. To replace the iron ore
texture, take the file's path inside the Minecraft jar and put your version at the
same path under rdploader:
rdploader/assets/minecraft/textures/blocks/iron_ore.png (1.12.2)
rdploader/assets/minecraft/textures/block/iron_ore.png (1.20.1 / 1.21.1 / 26.x)
That is the whole rule. You can also group files into named zips with a priority
order, and turn any of them off by adding .disabled to the name. A folder in
rdploader is never a pack, so zip the contents of a pack, not the folder holding
them.
- 1.12.2: everything goes under
assets/, the definition folders for new content included. - 1.20.1 / 1.21.1 / 26.x:
data/works the same way for loot tables, recipes, advancements and tags, and the definition folders for new content live there.
HOWTO.md has the full folder list, every block and item type, every worldgen shape, pack priority, resource pack precedence and the commands.
Good to know
/rdpl reload applies pack changes without a restart; on a dedicated server,
/rdplserver reload. /rdpl which names the pack serving any file, and
/rdpl unused lists files nothing has asked for, which is usually a typo in a path.
A mod can ship RDPL content inside its own jar: a rdploader folder at the jar's
root is read like any pack, so the mod needs no separate download. See the
Mod API.
1.12.2: mods that require CoFH World load without it.
1.20.1 / 1.21.1 / 26.x: the game's telemetry and chat reporting are switched off by
default; privacy in the config puts them back.
The mod's own report goes to logs/rdpl.log rather than the main log.
Requirements
MCT Blast Plaster is required on every version.
- 1.12.2: Forge and MixinBooter. Baubles is optional.
- 1.20.1: Forge. Curios is optional.
- 1.21.1: NeoForge. Curios is optional.
- 26.x: NeoForge. Curios is optional.
The game will not start without a required mod. An optional one only lights up the pack keys that drive it; without it they do nothing.
Reporting issues
Attach logs/latest.log and logs/rdpl.log, plus your Minecraft, mod and loader
version.
Help translate the mod
Feel free to translate the mod and put it in a pull request.
License
Resource Data Pack Loader is © tgstyle, All Rights Reserved. You may include the
unmodified mod in modpacks and show it in videos, streams and reviews. Any other
use, copying, modification or redistribution needs written permission. See
LICENSE, LICENSE_ASSETS.txt and LICENSE_THIRD_PARTY.txt.


