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Path

A Path is a categorization label for epiphanies, used only for UI grouping and display — it does not affect any game logic.

TIP

This page describes the Path datapack format. For other datapack types, see: Module / Insight / Epiphany.

File Location

data/<namespace>/epiphany/path/<path>.json
  • The path's registry ID = <namespace>:<path>
    • data/mymod/epiphany/path/war.jsonmymod:war
    • data/mymod/epiphany/path/element/fire.jsonmymod:element/fire

Full Example

jsonc
{
    "name": "What is a hero...",                          // optional; falls back to lang translation key
    "description": "...supposed to be?",                  // optional
    "icon": "minecraft:textures/item/iron_sword.png",    // optional
    "weight": 100                                        // optional, defaults to 100
}

Field Reference

name (optional)

  • Type: Component (string, styled object, or translation key)
  • Default: falls back to translation key path.<ns>.<path>.name

Text Components & i18n

All Component fields support plain strings, styled objects, and translation keys. When omitted, they fall back to convention-based translation keys. See Module · Text Components & i18n.

description (optional)

  • Type: Component
  • Default: falls back to translation key path.<ns>.<path>.description
  • A brief introduction to the category

icon (optional)

  • Type: ResourceLocation, pointing to a resource pack texture
  • Currently not rendered in the UI (feature not yet complete); stored as data only

weight (optional)

  • Type: int
  • Default: 100
  • Sort weight among paths (affects the left-to-right order of path groupings in the UI)
  • Can be negative

Usage

A Path itself is merely a categorization label. To use it:

  1. Define the Path (this file)
  2. Reference it from an Epiphany via the path field
jsonc
// data/mymod/epiphany/path/war.json
{ "name": "Way of the Warrior", "weight": 100 }

// data/mymod/epiphany/epiphany/undying_rage.json
{
    "name": "Undying Rage",
    "path": "mymod:war",       // ← references the Path above
    "reward": { ... }
}

One-way reference

  • Epiphanies unidirectionally reference Paths via the path field
  • Paths do not hold a list of subordinate epiphanies (the epiphany set is reverse-built by the game at runtime)
  • An epiphany can belong to at most one Path (cannot be in multiple groups simultaneously)
  • Epiphanies without a path are assigned to the "default group"
  • Referencing a non-existent Path ID will not crash — the epiphany simply falls into the default group