The resource pack system is an API which provides a way for players to further customize their Minecraft experience. Resource packs allow players to customize textures, models, music, sounds, language files, end credits, splashes, and fonts without any code modification.
Behavior[edit | edit source]
Resource packs can be placed in the folder
resourcepacks within the
.minecraft folder. Each resource pack is either a sub-folder or a
.zip file within the
resourcepacks folder. After it is in the folder, a resource pack can be added from the options menu, where resource packs can be moved between "Available resource packs" and "Selected resource packs". "Selected resource packs" will also contain the default assets on the bottom, which cannot be removed.
Resource packs will load their assets based on the order of the packs on the list. The bottom most pack (which is always "Default") will load first, then each pack placed above it will replace assets of the same name with its assets.
Default resource packs[edit | edit source]
A resource pack can be bundled with a map by saving it under the name
resources and placing it directly in the map's folder. Note that the resource pack must be a
.zip file. When playing the world, that resource pack will appear as the default right above the default resource pack.
A default resource pack can also be set on a server by changing adding a link to a
.zip file download after the line
resource-pack= in the server properties file. Users can still opt out of using the resource pack or choose not to download it though.
In Console Edition, mash-up packs (which are the equivalent of resource packs) are available as downloadable content that can be bought from the Xbox marketplace/Playstation store/Nintendo eShop or from the downloadable content section of the game. Mash-up packs also come with a skin pack and a themed world.
Similarly to skins, resource packs can be bought or made in the Pocket Edition. Plastic, City, and Natural texture packs (ported from the Console Edition) are available to buy currently. To install custom texture packs, the player must create a
resource_packs folder in their
com.mojang folder and place resource packs here. Note that, due to limitations, iOS users must use an external file viewer program like iExplorer or iFunBox (Windows and Mac) in order to place custom textures, as iTunes file sharing does not allow you to navigate into folders. Android users can do this straight from their device.
Contents[edit | edit source]
A resource pack is identified by Minecraft based on the presence of the file
pack.mcmeta in the root directory, which contains data in JSON format.
The root tag
pack: Holds the resource pack information
pack_format: Pack version. If this number does not match the current required number, the resource pack will display an error and required additional confirmation to load the pack. Requires
1in versions before 1.9, and
2as of 1.9 and 1.10. 1.11 also requires a new number,
description: Text that will be shown below the pack name in the resource pack menu. The text will be shown on two lines, and if too long extra text will be cut off.
language: Contains additional languages to add to the language menu
A language Language code for a language, corresponding to a
.langfile with the same name in the folder
name: The full name of the language
region: The country or region name
bidirectional: If true, the language reads right to left.
The root directory also contains an optional image called
pack.png, which will show as the thumbnail for the pack on the resource pack selection menu.
Language[edit | edit source]
Resource packs can create language files of the type
.lang in the folder
assets/minecraft/lang. Each file will either replace information from a file of the same name in the default or a lower pack, or it will create a new language as defined by
Each line in the language file is in the format of
identifier is the name that the game looks for to determine the name for something, and as such it should not be changed.
name is the name that is displayed, which takes any text after the equals sign up to the end of the line. For example, stone in the default language file is
tile.stone.stone.name being the identifier, and
Stone being the displayed name. Blank lines and lines starting with
# are ignored.
Language files only need to add lines that are actually changed by the pack, any names that are not in the pack will be loaded from the pack below, or default if no pack changes the names.
Models[edit | edit source]
Models are files in JSON format with the extension
.json, which determine the shape and textures of blocks and items.
Blocks use a block state file from
assets/minecraft/blockstates to determine which model is loaded for each variant from the folder
assets/minecraft/models/block. Meanwhile, each item has an item model in
assets/minecraft/models/item to determine its model, which either loads from a block's model, contains data for its own custom model, or uses the default "flat" or "entity" model.
Models and block states used in packs below the top one will still be loaded unless overridden in the top pack, which may cause some textures and models used by the top pack to no longer be loaded.
Sounds[edit | edit source]
Resource packs load additional sounds with the file type of
.ogg. Each sound placed in the pack will override the sounds from packs below, and packs also contain a file called
sounds.json which is placed within
assets/minecraft. Unlike most other files in resource packs,
sounds.json will merge sound information from packs below the top pack, rather than each
sounds.json file overriding the previous completely.
Textures[edit | edit source]
For block or item textures to function, they must have equal width and height (or height that is a multiple of the width if animated); otherwise it will display as a purple and black checkerboard. For most other textures, the file will simply be stretched to fit the required dimensions.
Most solid blocks will turn any transparent area fully opaque. Some other blocks, which have "cutout" transparency (like glass) will turn all pixels that are less than 10% opaque fully transparent and all other pixels completely opaque. Every other block renders textures with semi-transparency as-is. All items and any blocks or entities which are semi-transparent by default support semi-transparency.
If a file does not exist in any resource pack, including the default, it will display as a purple and black checkerboard.
Animation[edit | edit source]
Block and item textures support animation by placing each additional frame below the last. The animation is then controlled using a
.mcmeta file in JSON format with the same name in the same directory. For example, the
.mcmeta file for
stone.png would be
The root tag
animation: Contains data for the animation
interpolate: If true, Minecraft will generate additional frames between frames with a frame time greater than 1 between them. Defaults to
width: The width of the tile, as a direct ratio rather than in pixels. This is unused in vanilla but can be used by mods to have frames that are not perfect squares.
height: The height of the tile in direct pixels, as a ratio rather than in pixels. This is unused in vanilla but can be used by mods to have frames that are not perfect squares.
frametime: Sets the default time for each frame in increments of one game tick. Defaults to
frames: Contains a list of frames. Defaults to displaying all the frames from top to bottom.
A number corresponding to position of a frame from the top, with the top frame being 0
A frame Specifies a frame with additional data
index: A number corresponding to position of a frame from the top, with the top frame being 0
time: The time in ticks to show this frame, overriding "frametime" above.
.mcmeta file does not exist in the pack and the texture does, the game will assume the texture is not animated, rather than loading a
.mcmeta file from a pack below that pack. If no
.mcmeta file exists for a texture with unequal dimensions, the texture will appear as a purple and black checkerboard.
Colormaps[edit | edit source]
Colormaps are 256×256 pixel images which tell the game which color to use in each biome. They are located in
assets/minecraft/textures/colormap. The game contains two colormaps,
foliage.png which colors plants such as leaves (except birch and spruce) and vines, and
grass.png which colors grass and grass blocks. Colormaps can be disabled on individual blocks by removing the
Fonts[edit | edit source]
Font files contain a grid of white characters, which are automatically colored by Minecraft as needed in game. The character sizes are automatically determined based on the last line of pixels containing any alpha value. Due to the way fonts are detected, filling the background of a character with a color containing a 1% alpha background will cause the full width to render without having a visible background to the character.
Properties[edit | edit source]
assets/minecraft/textures/misc support a
.mcmeta file in JSON format containing additional effects to apply to the texture. The file is contained in the same directory as the texture, and have the same name as the texture, except appended with
.mcmeta. For example, the file
pumpkinblur.png can have a properties file call
The root tag
texture: Contains data for the texture
blur: Causes the texture to blur when viewed from close up. Defaults to
clamp: Causes the texture to stretch instead of tiling in cases where it otherwise would, such as on the shadow. Defaults to
mipmaps: Custom mipmap values for the texture
.mcmeta file does not exist in the pack and the texture does, the game will load the default settings, rather than loading a
.mcmeta file from a pack below that pack.
Texts[edit | edit source]
.txt files in UTF-8 format exist in
assets/minecraft/texts which are used by the game to determine the text to display.
end.txt contains the text of the end poem, using formatting codes to apply the colors to the two speakers, and with the text
PLAYERNAME being replaced with the player's name. After that file is shown, the contents of
credits.txt will be shown.
splashes.txt contains lines of text separated using line breaks to determine the splashes to display in game. Any of the splashes can be replaced with different text, which will then be used in place of that splash in game.
Folder structure[edit | edit source]
Video[edit | edit source]
History[edit | edit source]
|1.6.1||13w24a||Added resource packs, replacing the functionality of texture packs. Minecraft Texture Ender is available from Mojang to automatically convert 1.5 compatible texture packs to resource packs.|
|1.6.2||Fixed distorted font when HD font is used.|
|1.7.2||13w36a||Added the ability to apply multiple resource packs at once.|
|13w42a||Moved files from
|1.7.4||13w48a||Removed the ability to change Mojang logo.|
|1.8||14w06a||Added the ability to change the block models.|
|14w07a||Resource packs can now be bundled with a map.|
|14w25a||The model format now supports custom item models.|
|Textures can now be specified for blocks and items.|
|1.8.8||pre||Resource packs now display an error if the pack version number is wrong. At this time, it requires a pack version number of
|1.9||15w31a||Resource packs version number was changed to
|Using resource packs with outdated display tags will cause the models to seem abnormally up-scaled and the wielded block will not be rotated in the hand, along with blocks in the inventory replaced with a 2D texture. This is similar to what happens when a model has no display tags. See here for an example.|
|1.11||16w32a||Resource packs version number changed to
|Pocket Edition Alpha|
|0.15.0||Added resource packs Plastic and City.|
|0.15.7||Added Natural resource pack.|
|0.15.8||Added Fantasy resource pack.|
See also[edit | edit source]
References[edit | edit source]