NeoOrigins Pack Format Reference

Packs are folders, ZIPs, or JARs dropped into originpacks/ in the game directory. No pack.mcmeta is required, but it is good practice to include one.


Directory Layout

your-pack/
  pack.mcmeta                                       (optional)
  data/
    <namespace>/
      origins/
        origins/       <name>.json                 # origin definitions
        powers/        <name>.json                 # power definitions
        origin_layers/ <name>.json                 # layer definitions
  assets/
    <namespace>/
      lang/
        en_us.json                                  # translations (optional)

The <namespace> is your mod/pack ID (lowercase, no spaces). Choose something unique to avoid collisions with other packs.


Origin JSON

Path: data/<namespace>/origins/origins/<id>.json Loaded as: <namespace>:<id>

{
  "name": "origins.mypack.merling.name",
  "description": "origins.mypack.merling.description",
  "icon": "minecraft:cod",
  "impact": "medium",
  "order": 5,
  "powers": [
    "mypack:water_breathing",
    "mypack:swim_speed"
  ],
  "upgrades": []
}

Fields

Field Type Required Default Description
name string or component yes Display name. Plain string = translation key. {"text":"..."} = literal.
description string or component yes Description text. Same resolution as name.
icon Identifier no minecraft:air Item to display as the origin icon
impact string no none none, low, medium, or high
order int no 0 Sort order in the selection screen (lower appears first)
powers list of Identifier no [] Powers granted by this origin
upgrades list no [] Reserved for future use

Power JSON

Path: data/<namespace>/origins/powers/<id>.json Loaded as: <namespace>:<id>

Every power must have a type field. All other fields depend on the type. See POWER_TYPES.md for the full reference.

Common fields (all types)

Field Type Required Default Description
type Identifier yes Power type, e.g. neoorigins:status_effect
name string or component no (derived from ID) Display name in the selection screen
description string or component no (derived from ID) Description text
hidden boolean no false If true, power is hidden from the origin info panel
power_condition condition object no (none) Top-level entity condition gate. See CONDITIONS.md for the full condition DSL.
power_condition_mode string no "deny" "deny" = power is disabled when condition is true. "allow" = power only operates when condition is true.

Name/description resolution order

  1. Explicit name/description field in the power JSON
  2. Lang key derived from the power ID: power.<namespace>.<path>.name / .description
  3. Fallback: the power ID is shown as-is

Recommendation: Put names and descriptions in your lang file using the derived key convention. This keeps power JSONs clean and allows easy translation.

Component format

name and description accept:

  • "power.mypack.my_power.name" — treated as a translation key (most common)
  • {"text": "My Power"} — literal string, not translatable
  • {"translate": "power.mypack.my_power.name"} — explicit translation key

Layer JSON

Path: data/<namespace>/origins/origin_layers/<id>.json Loaded as: <namespace>:<id>

Layers are the selection groups shown to the player when they first join. Most packs should add their origins to the existing neoorigins:origin layer rather than creating a new one.

{
  "order": 1,
  "name": "origins.layer.origin",
  "origins": [
    "mypack:merling",
    "mypack:pyromancer"
  ],
  "allow_random": true,
  "auto_choose": false,
  "hidden": false,
  "enabled": true
}

Fields

Field Type Required Default Description
order int no 0 Layer display order
name string or component no Layer title
origins list yes Origins available in this layer (plain IDs, or conditioned entries — see Sub-Origins)
allow_random bool no true Show the Random button
auto_choose bool no false Automatically pick an origin if only one is available
hidden bool no false Hide the layer from the screen (still applies its origin)
enabled bool no true Whether the layer is active at all

Adding origins to the built-in layer

To add your origins to the default NeoOrigins origin selector, list them under the neoorigins:origin layer ID by creating a layer file at:

data/neoorigins/origins/origin_layers/origin.json

This overwrites the built-in layer entirely, so be sure to include all existing origins you want to keep. Alternatively, create your own layer with a different namespace and ID.

Conditioned sub-layers

Layers can contain origins that are only visible when the player has chosen a specific origin in a parent layer. This enables race/subrace trees. See Sub-Origins for full documentation and examples.


Lang File

Path: assets/<namespace>/lang/en_us.json

{
  "origins.mypack.merling.name": "Merling",
  "origins.mypack.merling.description": "An aquatic being.",

  "power.mypack.water_breathing.name": "Gills",
  "power.mypack.water_breathing.description": "Breathes underwater."
}

Key conventions

Key pattern Used for
origins.<namespace>.<origin_id>.name Origin display name
origins.<namespace>.<origin_id>.description Origin description
power.<namespace>.<power_id>.name Power display name
power.<namespace>.<power_id>.description Power description

For powers in subdirectories (e.g. powers/combat/slash.json → ID mypack:combat/slash), replace / with . in the key: power.mypack.combat/slash.name.


Resource Bar HUD

Powers of type neoorigins:resource display a HUD bar. The appearance is configured via a hud_render object in the power JSON:

{
  "type": "neoorigins:resource",
  "min": 0, "max": 100, "start_value": 100,
  "hud_render": {
    "label": "Mana",
    "color": "#5577FF"
  }
}
Field Type Default Description
label string "Resource" Display name shown above the bar.
color string (hex) "#55AAFF" Fill colour as #RRGGBB.

Bars automatically hide when full and reappear when the resource drops below max. Players can reposition bars via the Edit HUD keybind (unbound by default). Positions persist across sessions in config/neoorigins-hud.json.


Origins Mod Compatibility

Packs originally written for the Fabric Origins mod can be dropped into originpacks/ and will be translated automatically. See the README for which power types translate and which are skipped.

The translation pass runs on load and on /reload. A full log is written to logs/neoorigins-compat.log.