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Cobblemon Gym Badges
ModMIT

Cobblemon Gym Badges

Cobblemon Gym Badges adds a Badge Press for crafting custom gym badges (and ribbons) with role-based access.

70
Downloads
1
Followers
2 months ago
Updated
📦
7
Versions
neoforge
Download Latestv1.21.1-1.0.12View on Modrinth

📖About Cobblemon Gym Badges

Cobblemon Gym Badges

Cobblemon Gym Badges adds a Badge Press for crafting custom gym badges (and ribbons) with role-based access.

Features

  • Badge Press block with a dedicated crafting UI
  • Gym Leader roles to gate badge crafting
  • Datapack + resourcepack support for custom badges and ribbons
  • JEI / EMI / REI integration (only craftable recipes are shown per player)
  • Resourcepack-first design so custom art stays outside the jar
  • This basically includes functionality to see Custom Items in JEI / EMI / REI like the Easy Item List Mod

Using the Badge Press

  1. Place a Badge Press.
  2. Put the core ingredient in the top slot and the base ingredient in the bottom slot.
  3. If you have the required role (if any), the badge will appear in the output slot.

Creating Custom Badges (Datapack + Resourcepack)

You need two parts:

  1. A datapack for badge definitions and recipes
  2. A resourcepack for models and textures
Information on Datapacks / Resourcepacks

Datapack: Badge Definitions

Path: data/<namespace>/cgb/badge/<id>.json
(cgb here is the registry namespace for badges.)

Naming tip: the <id> is the badge’s identity and translation key.
If you want a “Champion Ribbon”, name the file champion_ribbon.json and add a translation for
badge.<namespace>.champion_ribbon. The internal item id is always cgb:badge, cgb:badge_ribbon,
or cgb:badge_untagged based on badgebox, but players only see the badge definition name.

Example (badge):

{
  "name": { "text": "Fire Badge" },
  "theme": "fire",
  "texture": "cgb:item/fire_badge",
  "badgebox": "badge"
}

Example (ribbon):

{
  "name": { "text": "Champion Ribbon" },
  "theme": "champion",
  "texture": "cgb:item/blue_ribbon",
  "badgebox": "ribbon"
}

Field overview:

  • name (optional): Display name component.
  • theme (optional): Theme string. If omitted, uses the file name as the theme.
  • role (optional): Required role name (without the gym_leader_ prefix).
  • tags (optional): Extra item tags to apply to the badge item.
  • model_data (optional): Custom model data value. If omitted, the mod auto-assigns a unique value per badgebox type.
  • model or texture (optional): Item model id to use. If you set texture only, the mod generates the item model.
  • badgebox (optional): none, badge, or ribbon.
    • This controls which BadgeBox tag the item gets.
    • badge is the default (adds badgebox:badges).
    • ribbon adds badgebox:ribbons.
    • none adds no BadgeBox tag.
    • The tag names come from the BadgeBox mod and are fixed; this field hides that complexity.

Datapack: Badge Recipes

Path: data/<namespace>/recipe/<id>.json

Example:

{
  "type": "cgb:badgemaking",
  "core": { "item": "minecraft:gold_ingot" },
  "base": { "item": "minecraft:blue_dye" },
  "result": {
    "theme": "champion"
  }
}
  • core = top slot in the Badge Press
  • base = bottom slot in the Badge Press

Resourcepack: Models + Textures

Paths:

  • Textures: assets/<namespace>/textures/item/<id>.png

You only need textures for simple 2D badges/ribbons. The mod generates the base item models and
CustomModelData overrides at runtime, so you do not need to ship badge.json, badge_ribbon.json,
or per-badge model files.

If your badge definition uses "texture": "cgb:item/blue_ribbon", you must also provide:

  • assets/cgb/textures/item/blue_ribbon.png

If you want a custom item model (3D or layered), set "model": "<namespace>:item/<id>" in the badge definition
and include the model JSON yourself.

Model selection (how textures are chosen):

  • This mod uses CustomModelData to select the right model for each badge.
  • If model_data is omitted, the mod auto-assigns unique values per badgebox type.
  • The base models and overrides are generated automatically on the client.

You can still set model_data manually if you need stable IDs across packs, but it is not required.

Loading Your Packs

  • Datapack: put the pack in world/datapacks/ and run /reload.
  • Resourcepack: put the pack in resourcepacks/ and enable it in the Resource Packs menu.

Troubleshooting

  • Missing texture in JEI/EMI/REI usually means the model file is missing.
    If you use model, make sure the model id in your badge definition points at a real item model JSON.
  • If you set model_data manually, ensure each badge has a unique number per badgebox type.
    Otherwise, let the mod auto-assign it.

👥 Team & Contributors

pinotthecorsky
pinotthecorskyOwner

⚙️ Compatibility

Environment
✅ Client & Server
Loaders
neoforge
Minecraft Versions
1.21.1

🔗 Links

Modrinth Page