Commit Graph

4 Commits (5828bbfb0182ed5c350fcced9a5810f4cd87a055)

Author SHA1 Message Date
Amir Alexander Abdelbaki 5828bbfb01 Treat every mod's version of a material as the same material
Silver comes from Ice and Fire, Immersive Engineering, Occultism and Superb
Warfare; steel from Mekanism, Immersive Engineering and Superb Warfare. Picking
one provider meant the other mods' ingots were not recognised as that material
at all - they simply could not be used.

Each material now also accepts the c: common tag that every provider registers
into, on top of the primary provider's own items, so any mod's silver ingot is
just silver. 43 materials unify this way.

No origin is recorded, because there is nothing to record: MIAPI stores only
the material id on the item. The primary provider's item stays first in the
ingredient list, so anywhere a single representative item is read back out it
resolves to the default rather than to whichever variant was used.

Tags are also the safe half of the pair - an unknown tag resolves to nothing
while an unknown item id fails the whole material - which is why the material
still lives in its primary provider's pack, where its icon and first ingredient
are guaranteed to exist. MIAPI's own wood material mixes items and tags the
same way. Create: The Air War ships no common tags, so its titanium is added to
c:ingots/titanium with optional entries.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:40:16 +02:00
Amir Alexander Abdelbaki 90f1b76864 Cover the whole pack: 124 materials from 20 mods, and fix gem-socket properties
Arcane essence gave no max mana when socketed into armour. Its attributes were
filed under the `armor` material-property key, but a gem module is not tagged
`armor` - the modules declare which material properties they accept and list
only `default` plus their own gem tags, so anything under `armor` or `handheld`
never applied. Everything on the gem-capable materials now hangs off `default`,
and the attribute's own slot decides where it counts. Cinder essence's fire
immunity had the same defect.

New materials, taken from the mods actually in the pack:

  Ender IO      the full alloy ladder plus its six crystals
  AE2           certus quartz, charged certus, fluix
  Occultism     iesnium, spirit attuned gem
  Ars Nouveau   source gem
  NauTec        cast iron, atlantic gold, aquarine steel
  Superb War    tungsten, cemented carbide
  Pastel        ten gems
  Crystal Chron eight shards
  plus pink slime, dimensional shard, industrial iron, ferdonzor, glowshard

The two gem-set mods are generated from a table with shared stat bands per
tier, since their gems differ by colour and lore rather than by kind; the
palette still comes from each gem's own texture.

Metals that overlap a mod already covered are skipped rather than duplicated:
Superb Warfare's steel/lead/silver and Create Crafts & Additions' electrum.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:35:54 +02:00
Amir Alexander Abdelbaki e3accaf83f Add Immersive Engineering materials, fix gem sockets, pick one provider per metal
Gem sockets never accepted the two Iron's Spells essences: Arsenal gates its
melee gem modules on the `gem_melee` material group and Armory gates its armour
ones on `gem_armor`, neither of which is the `gem` group they carried. Every
gem-like material now carries both, so it fits any gem slot.

Immersive Engineering adds aluminium, nickel, constantan, electrum and
graphite. Its steel, lead, uranium and silver overlap mods already covered, so
rather than one material accepting either mod's ingot, each metal simply names
one provider - Mekanism for steel/lead/uranium, Ice and Fire for silver. That
keeps one entry per metal in the crafting screen.

Titanium moves to the same rule with Cosmonautics as its provider, which drops
the c: tag files and the any-of pack machinery along with it. That also removes
a latent crash: a tag-fed material still needed an item for its icon, and MIAPI
parses icon items through the registry and throws when one is missing.

The generator now clears its output directory first, so a material that moves
between packs cannot leave a stale copy claiming the same id.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:19:36 +02:00
Amir Alexander Abdelbaki c55caa1d1e Add Truly Modular materials for Create, Mekanism, Ice and Fire and friends
72 materials sourced from Create, Mekanism, Ice and Fire, Iron's Spells,
Create: The Air War, Create: Cosmonautics and Aeronautics: Interstellar
Expansion.

Stats follow Tinkers' Construct 3 re-scaled onto MIAPI's vanilla-derived
numbers; materials with no Tinkers counterpart are built from what the
material actually is and then fitted to the nearest tier band.

Palettes are not hand-picked. tools/generate_materials.py reads each
material's texture out of the source mod's jar and samples it into MIAPI's
seven-stop grayscale_map, reproducing MIAPI's own hand-authored copper
palette to within ~2% per channel.

MIAPI's material loader honours no datapack conditions, and a material whose
ingredient item is missing fails to parse, so each mod's materials ship as a
built-in datapack registered only when that mod is installed. Titanium is
shared by both aerospace addons and so sources its ingredients from
c:ingots/titanium instead of an item id.

Cinder essence grants fire immunity through an attribute this mod registers
and watches itself, rather than coupling to MIAPI internals.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 18:40:07 +02:00