Data definitions
System's gameplay data is defined by the server data pack, and client card layouts are defined by the resource pack. The client cannot decide prices, prizes, weights or operable state.
| Definition | File path | When it takes effect |
|---|---|---|
| System | data/<namespace>/system/system/<path>.json | Reopen the world or restart the server |
| Module | data/<namespace>/system/system_module/<path>.json | Reopen the world or restart the server |
| Sign-in reward | data/<namespace>/system/signin_rewards/<path>.json | Reopen the world or restart the server |
| Shop offer | data/<namespace>/system/shop_offers/<path>.json | Reopen the world or restart the server |
| Lottery pool | data/<namespace>/system/lottery_pools/<path>.json | Reopen the world or restart the server |
| Prompt | data/<namespace>/system/prompts/<path>.txt | New requests use the version after /reload |
| Card template | assets/<namespace>/cards/<path>.json | Client resource reload |
For example, data/example/system/system/daily.json defines the system example:daily. The first system in the path is the registry namespace and the second system is the registry path; do not omit either level.
Systems and modules use synchronized data pack registries, and the three reward catalogs are loaded only on the server. Vanilla tags can be updated through a resource reload, but definition objects themselves are not hot-swapped. Optional FTB modules do not automatically write default definitions that every server must parse.