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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.

DefinitionFile pathWhen it takes effect
Systemdata/<namespace>/system/system/<path>.jsonReopen the world or restart the server
Moduledata/<namespace>/system/system_module/<path>.jsonReopen the world or restart the server
Sign-in rewarddata/<namespace>/system/signin_rewards/<path>.jsonReopen the world or restart the server
Shop offerdata/<namespace>/system/shop_offers/<path>.jsonReopen the world or restart the server
Lottery pooldata/<namespace>/system/lottery_pools/<path>.jsonReopen the world or restart the server
Promptdata/<namespace>/system/prompts/<path>.txtNew requests use the version after /reload
Card templateassets/<namespace>/cards/<path>.jsonClient 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.