Archetypes
Archetype can be defined in JSON files within data/tetra/archetypes/
in your datapack.
Archetype definition
Archetypes allow for new types of modular items to be defined without having to register a new item programmatically, making it possible for datapacks or lowcode mods to add new types of items. All archetype items share the same item ID (tetra:dynamic_handheld), an nbt field (key: "archetype") determines the archetype of a given itemstack. Archetype items all act as handheld items, like swords and tools.
Format:Determines if the item can gain progress towards honing.
The base value for the number of times the item has to be used for honing to become available.
Integrity multiplier values used when calculating the number of times the item has to be used for honing to become available.
The key of the slot, referenced by modules, schematics and replacements. Should be unique within the archetype but could be reused between multiple archetypes and items.
Set to true if this should be a major module slot, major modules can hold improvements.
If set to false, the player can remove the module from this slot.
The x offset for the module in the item view (used in the workbench UI and the holosphere UI).
The y offset for the module in the item view (used in the workbench UI and the holosphere UI).
Relevant localization keys
Keys used for localization entries related to archetypes (or modular items in general):
tetra.slot.<slot_key>
: The label for the slot, displayed in the workbench and the holosphere