Thanks for contributing to the add-on. Please note the below phases, implementation details, and systems guidelines before contributing.
Development of the add-on is divided into progressive phases to ensure some coherence… at least early on. No timetable is set on phase length. The current phase is Phase 1.
Only small tweaks will be accepted in Phase 1. Example tweaks include:
- Entity health, damage, and drops
- Spawn rules
- Structure loot
- Trading
- Recipe adjustments
- Non-gameplay mob variants
The player definitions may not be altered in this phase.
Phase 2 opens up much more than Phase 1:
- New blocks, items, and mobs will be accepted.
- Existing entities, including the player, may be heavily reworked.
- Scripting systems
Note that core game progression (portal ⃯→ Nether fortress → stronghold → Ender dragon) may not be affected.
In this final phase, nothing is off limits, including core game progression.
A few details implementation details should be noted:
- The add-on minimum engine version will always be kept up-to-date.
- Definition format versions must be (amongst) the newest available.
- Experimental features are not yet available. They may be made available in Phase 2 following community consensus.
- All interfaces must be available in the release client. Systems using interfaces only available to Preview will be rejected.
A few systems may have particular guidelines depending on contributor requests…
All non-vanilla definitions will use the namespace bao
as a standard.
Extra care should always be taken in creating art assets to - as near as is comfortably possible - adhere to Vanilla styling and philosophy. Elements to consider include (but are, of course, not limited to):
-
Voxels: Please mind the count of elements for custom models, applying Vanilla proportions and simplification.
-
Palettes: Try to limit colours for any textured assets, drawing directly from Vanilla styling where applicable.
-
Resolution: Please remain within 16x pixel resolution.
Bedrock's User Interface system is not particularly intuative at the best of times, so cohenency and compatability are paramount. No short-cuts are to be taken as not to introduce any conflicts, potentially hindering others with their work. The following is the least that must be comformed to:
- Common Elements: Not to be overwritten under any circumstances.
- Vanilla Textures: Nothing within
textures/ui
ortextures/gui
is to be modified, though new content can be added here. - Titles: Substring detection utilising
/title
is acceptable should the command be ran through a script, having nothing hard-coded using static title commands. - Visuals: Please refer to the Word on Art Assets section above, heed it where applicable. Stick to a 1:1 element scale.