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 |
required_mods | list of mod ids | no | [] | Load gate: the origin only loads (and only appears in the picker) when every listed mod is present. Used by the built-in Dragon Survival origins ("required_mods": ["dragonsurvival"]). |
spawn_location | object | no | — | Relocates the player to a matching location on first origin pick and on bedless respawn. See Spawn Location. |
tier_powers | list | no | [] | Evolution-tier power overlays ({tier, add, remove}). Full reference in EVOLUTION.md and the COOKBOOK. |
Spawn Location
An origin can declare a spawn_location to drop the player at a matching spot instead of the world spawn. It is resolved server-side and fires:
- once, immediately after the player picks the origin (picker or Orb of Origin), and
- on respawn when the player has no bed or respawn anchor — using the player’s primary origin (the first origin, in sorted layer order, that declares a
spawn_location).
For respawn control that fires on every death (optionally overriding the bed/anchor), use the neoorigins:modify_player_spawn power instead — spawn_location only covers first-join and bedless respawn.
{
"name": "origins.mypack.deep_one.name",
"description": "origins.mypack.deep_one.description",
"icon": "minecraft:heart_of_the_sea",
"powers": ["mypack:gills"],
"spawn_location": {
"dimension": "minecraft:overworld",
"biome_tag": "minecraft:is_ocean",
"allow_water_surface": true,
"min_y": 45,
"max_y": 62
}
}
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
dimension | Identifier | no | — | Restrict placement to this dimension. |
biome | Identifier | no | — | Restrict to this exact biome. |
biome_tag | Identifier | no | — | Restrict to biomes in this tag. |
biomes | list of Identifier | no | — | Restrict to any biome in this list. |
structure | Identifier | no | — | Place at this structure. |
structure_tag | Identifier | no | — | Place at any structure in this tag. |
allow_water_surface | bool | no | false | Allow placement on a water surface. |
allow_ocean_floor | bool | no | false | Allow placement on the ocean floor. |
min_y / max_y | int | no | — | Clamp the vertical search range. |
can_see_sky | bool | no | — | When set, only place where sky visibility matches (true = open sky, false = covered). |
dimension / structure / structure_tag combine with AND; biome / biome_tag / biomes combine with OR (any biome match passes).
Global kill switch. All spawn_location teleports — built-in, datapack, and compat origins alike — are gated by [spawn_location] teleports_enabled in config/neoorigins/gameplay.toml (default true). Set it to false and every origin spawns at the normal world spawn point instead. The built-in ocean origins have an additional gate, [ocean_origins] spawn_in_ocean.
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 |
required_mods | list of mod ids | no | [] | Load gate: the power only loads when every listed mod is present. Same semantics as the origin-level field. |
Name/description resolution order
- Explicit
name/descriptionfield in the power JSON - Lang key derived from the power ID:
power.<namespace>.<path>.name/.description - 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
By default this merges additively into the built-in layer — your origins array is appended (deduplicated by ID) to the shipped one. You don’t have to re-list every built-in origin.
Alternatively, create your own layer with a different namespace and ID. Same-path layers (e.g. mypack:origin) auto-fold into neoorigins:origin unless you opt out with "standalone": true.
Replacing or editing the built-in layer
To fully replace the built-in neoorigins:origin layer (e.g. you want to remove some of the shipped origins, or curate the list from scratch), add "replace": true to your override file. Every field present in your file then overwrites the built-in’s corresponding field, including the origins array:
{
"replace": true,
"order": 1,
"name": "origins.layer.origin",
"origins": [
"mypack:merling",
"mypack:pyromancer"
]
}
The same applies to neoorigins:class and any other layer ID you target. Without "replace": true, your file’s fields are merged additively with the existing layer — useful for adding origins, but it means the built-in origins list is never removed.
⚠️ Common pitfall: dropping a
data/neoorigins/origins/origin_layers/origin.jsonfile with only your origins and expecting the built-in origins to disappear. Without"replace": truethe built-ins stay because the merge is additive.
Adding a class
Classes are origins in the special neoorigins:class layer. Adding one uses the same same-path auto-merge shown above (any layer file whose path is class folds into neoorigins:class). See CLASSES.md for the full guide and a copy-paste example datapack.
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. |
animated | string (preset id) | — | Animated bar FX preset to render instead of the flat fill, e.g. "neoorigins:fire". Presets are resource-pack JSON under assets/<namespace>/bar_fx/<name>.json — see POWER_TYPES.md → resource for the preset format and animated_bar_artist_spec.md for texture authoring. |
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.