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How to mod weapons and items in Mini World: Block Art
How to mod weapons and items in Mini World: Block Art
Video How to mod weapons and items in Mini World: Block Art
In Mini World: Block Art, we have all the necessary items to survive as well as create, or simply jubilant in the game just for entertainment, but if you want to change it for less boring bored, Mini World: Block Art has equipped players with an extremely attractive feature, which is modding items in the game.
This feature in the game is called Plugin, it allows players to edit the parameters of items and other resources in the game, you can change the nature, skills, appearance of the items in the game. , or create a whole new item. How to mod the item in Mini World you can see in the article below.
Step 1: Start Mini World, click Start to go to the interface to create a new map.
Step 2: Click the Plugin Warehouse to start mod items.
In the Plugin repository, you can modulate Squares, Creatures, Items, change the formula ... Click Create to add or edit items.
If you choose to edit means you will edit the items, resources are in the game. And Create is adding a new item based on items available in the game.
In the Appearance section, you can edit Name , Item description.
With the creature appearance you can adjust louder than usual.
The most important is the item attribute, you can fix Explosion Resistance, Hardness ...
With Creatures, you can fix the level of blood, damage when attacking, movement speed, items dropped if ...
Besides is the battle attribute of monsters. Will include attack range, vision range, attack skills such as slowing, burning ...
With items is like resources and creatures, only special with additional skills attached. When you have finished editing the parameters, click Save and then return.
2. How to add Mods to the game
Step 1: Click Create new world.
Step 2: In the Create map rule section, click Download Plugin to add the newly created mod to the map.
Click Add to add the Mod you just edited, remember that you must select the item that matches the item you have modified.
I have just modified the Submachine Gun into an MP5 Gun. Click on the mod that has changed to select it and click Add to finish.
Then click Confirm Select.
Next, you will see the number of Plug-ins selected. Then just click Start to test the new mod.
Enter the game, press the B key to open the inventory, select Edit and you will see the modded item, just click on the item and move down the toolbar to check.
Here you can see that I changed the number of submachine gun bullets to 285 rounds.
Above is how to mod weapons and items in Mini World: Block Art, if you are too boring with items and resources in the game, try this way, it is very interesting.
Update new 2021
Basic Plugin Pack
Don't edit the Plugin Pack inside the Plugin Pack editor or it will disappear from your current Plugin Packs, this is like a really big problem in this version (0.30.x)
Also, Mini World (with this new Plugin Pack bug) will also delete all your installed Plugins Packs, to solve this you should move the Plugin Pack to the worlf where you want to use it.
Requirements
A text editor
Windows: Visual Studio Code (https://code.visualstudio.com/) or Notepad++ (https://notepad-plus-plus.org/)
Android: DroidEdit (http://www.droidedit.com/) or Quora (http://getquoda.com/)
A File Explorer
Android: ES File Explorer (https://play.google.com/store/apps/details?id=com.estrongs.android.pop)
Getting Started
The first thing you'll need to do is make a folder, the folder structure goes like this:
/ -- my_first_plugin_pack (your folder/pack name)
| | -- behavior (behavior plugin, how the game is interpreted)
| | ---- actor (monsters/animals plugins/
| | ---- block (blocks plugins)
| | ---- item (items plugins)
This is how the folders need to be Structured
| | ---- receipe (non specificated)
| | ---- crafting (craft plugins)
| | -- resource (resources folder, it's useless at the moment)
| | --- models (.obj models)
| | --- shader (shaders, no file extension found)
| | --- sounds (.ogg sounds)
| | --- textures (.png_ images)
| | ---- block (textures for blocks)
| | ---- entity (textures for entitys)
| | -- icon.png_ (the plugin icon, showed on the Plugin Library)
| | -- pack_manifest.json (the file that handles the metadata)
Where behavior is where you will store all your plugins and resource
where you will store your resources (not fully implemented )
The logical and receipe folder is optional, use it if you want to
add more features (the api is not fully released yet).
Do not change the order of the folders or the pack will not work properly, remember this structure.
icon.png_ can be of all the sizes, but it will look cropped, the recommended size is 25 6 x 144
pack_manifest.json and his components
The pack_manifest.json is the file that handles all the metadata of your pack, add this to your pack_manifest.json file:
{
"name":"My First Plugin Pack",
"en_name":"My First Plugin Pack",
"tw_name":" 我的第一個插件包 ",
"tha_name":"ปลั๊กอินแรกของฉันซอง ",
"esn_name":"Mi primer Plugin Pack",
"ptb_name":"Meu primeiro pacote de plugins ",
An example for the structure of the file
"fra_name":" Mon premier module de plugin ",
"jpn_name":" 私の最初のプラグインパック ,
"ara_name":" بلدي أول حزمة البرنامج المساعد ",
"description":"Hello World!",
"en_description":"Hello World",
"tw_description":" 你好,世界 ",
"tha_description":" สวัสดีชาวโลก ",
"esn_description":"Hola Mundo",
"ptb_description":" Olá Mundo ",
"fra_description":" Bonjour le monde ",
"jpn_description":" こんにちは世界 ",
"ara_description": مرحبا بالعالم" ,
"author":"Your Name Here",
"en_author":"Your Name Here",
"tw_author":" 你的名字在这里 ",
"tha_author":" ชื่อของคุณที่นี่"
"esn_author":"Tu Nombre Aqui",
"ptb_author":" Seu nome aqui ",
This is how the pack_manifest file will be showed
"fra_author":" Votre nom ici ",
"jpn_author":" あなたの名前はここに ",
"ara_author": اسمك هنا ",
"pack_version":"0.6",
"api_version":"0.14.0",
"mod_type":0,
"restart_required":false,
"open_edit":false,
"standalone":false,
"uuid":"xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx",
"author_head_iconindex":999,
"authoruin":1000xxxxxxxx,
}
Where "uuid" : has your own UUID (Universal Unique Identifier)[1] (you can generate from the Online UUID Generator Tool site [https://www.uuidgenerator.net], use Version 4) and "authoruin": it's your UID. "author": it's your username.
(Replace the X characters only)
Moving and Testing your Plugin Pack
To start using your plugin pack, you'll need to move your Plugin Pack folder to your mods folder, this folder is in the directory
Windows: do Win+R and put %appdata% , then search for the folder miniworlddata410, then data and finally mods
Android: Open your File Explorer and search for the folder called miniplay , then com.playmini.miniworld , data and finally mods .
And there you go! Your first plugin pack, now you'll need to make plugins to put on your folders, start with this basic plugin:
(call the file 1525797788.json to work)
{
This is where you need to move your plugin/texture pack
"foreign_ids": [
],
"mod_desc": {
"author": "1004158810",
"filename": "1525797788",
"uuid": "xxxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx",
"version": "1"
},XJ951e9f100643a882a3b4
"property": {
Example of a Dummy Item
"copyid": 10100,
"describe": "#cFFFFFF Your first plugin done!",
"icon": "*12059",
"id": 100004,
"model": "*12059",
"name": "#c00ff00 Hello World",
"stack_max": 10000
}
}
and that's all you need to make simple plugin pack.
The final step is testing, go to you new World, go to select a plugin for it (just in dev mode or advanced survival) and then click Plugin Pack down there, now just select your new plugin pack and you're done.
Basic Plugin Pack Template
MWH.json [1] has made a Plugin Pack template to start making your own, the files are in the GitHub repo (https://github.com/MWH-json/plugin-pack-template), the tutorial is in the README.md file, you must read it to start using the template.
This template has the ability to be Texture Pack and Plugin Pack, just you need to adjust the "mod_type":0,
Settings for "mod_type"
Mod Type
Number
Texture Pack
1
Plugin Pack
0
The plugin pack in the Plugin Pack Library
Remember to edit the uuid and the author uid / author name to be able to share it!