Commit Graph

13 Commits (85eee5aeec917550c544bdfbc94a0f91a23e01b1)

Author SHA1 Message Date
Amir Alexander Abdelbaki 1f0b4c5848 Stop build.sh cleaning away the jar it just built
Arguments were appended to the default task, so build.sh clean build ran
gradlew build clean build. Gradle folds that back into build and clean,
in that order, and the run ended by deleting the jar - with the script
then reporting the jar was missing, which was at least honest. The
README had claimed the invocation worked; nobody had run it.

A named task now replaces the default instead of being appended to it.
Flags are told apart from tasks by their leading dash, so --info still
gets a task to attach to rather than running gradlew with nothing to do.

The closing jar report is now conditional on a task that produces one
having run, since build.sh clean properly ends with no jar and should
not call that a failure.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-14 15:04:57 +02:00
Amir Alexander Abdelbaki 9239f03fe0 Call the arcane metal what it is
The material was named Arcane Alloy on the grounds that Create: Wizardry
ships a resource pack renaming the ingot to that. It does not, and there
is no arcane alloy in any of these mods to rename it to. Iron's Spells
calls the item an Arcane Ingot and the material plain Arcane, in the
tetra.material lang keys it already ships.

It is Arcane Metal here rather than Arcane, because a material is named
for the substance and not the shape it is traded in, and because plain
Arcane belongs to the essence, which is the one of the two with no other
name to fall back on. So the pair now reads Arcane and Arcane Metal.

The generated JSON is edited in place rather than regenerated: the only
field that moves is the translation, and no jar of Create: Wizardry is
around to sample against - regenerating would have gone and rewritten
palettes off whatever jars are to hand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-14 15:02:35 +02:00
Amir Alexander Abdelbaki 5411797799 Add a build script that picks a JDK Gradle can run on
A plain ./gradlew build fails outright on a machine whose default java
is newer than 23, which is now an ordinary thing for a distro to ship.
Gradle 8.12 cannot run there, and what it says about it is that it
could not create task ':test' because type T is not present - nothing
about Java, and nothing to act on.

build.sh picks a JDK between 17 and 23 and builds with that. JAVA_HOME
wins if it already points at a usable one, otherwise the openjdk paths
are tried in turn; if there is nothing to pick it says so and names the
range, rather than leaving the Gradle error to be decoded. Arguments
pass through, so it is a wrapper around the wrapper and not a second
way to describe the build.

It reports the jar by reading mod_id and mod_version out of
gradle.properties instead of listing build/libs, which keeps old
versions sitting in that directory from being mistaken for the build
that just ran.

The toolchain is untouched by any of this - the mod still compiles
against Java 21, whatever Gradle itself is running on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-14 14:50:45 +02:00
Amir Alexander Abdelbaki cd8993ea25 Recolour the real heart of the sea for the arcana core
The texture was drawn to that silhouette rather than taken from it,
because there was no copy of the vanilla assets on hand. There is now:
the item texture is Minecraft's own heart of the sea with its hue
rotated from cyan into violet and nothing else touched, so the shading
is the vanilla item's.

That makes it the one piece of art here that is not drawn for this mod,
which the README now says next to the khopesh paragraph that takes the
opposite line. It also means the palette the material hands out is a
deep one with almost no highlight - the heart of the sea is a dark item,
and the sampler reports what a texture looks like rather than re-lighting
it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-14 12:07:57 +02:00
Amir Alexander Abdelbaki 29f78fa721 Sand phasing, fire on the strike, faster swimming, and the arcana core
Deathworm chitin moves through sand the way the worm does. Collision is
asked of the block, with the entity only along for the ride in the
collision context, so this is the one thing an attribute and an event
cannot carry between them and the mod's first mixin - two lines into
BlockStateBase, with SandPhasing.java owning the decision. Which blocks
count is the cmmodular:sand_like tag: the common c: sand, gravel and
concrete powder tags, each optional, plus the vanilla loose blocks by
name. Sand you stand inside cannot suffocate you.

It does not drop you through the desert. A block wholly below the feet
still holds you up, so sand stays something to walk on and a dune
becomes something to walk into - step in and you keep your level, jump
and the sand under you turns solid and puts you back on top. Without
that the first sand block you stood on would swallow you down to the
sandstone and leave you there.

Dragon bone burns what it hits, as Ice and Fire's own flamed dragonbone
sword does. That is a fake Fire Aspect: MIAPI's immolate is bonus damage
against something already alight, and its own wiki marks it
unimplemented. Ice and Fire ships one dragon bone for all three kinds of
dragon, so it cannot be the fire dragon's alone.

Sea serpent scales swim: +0.10 swim speed per module in each worn slot,
which lands a full suit near the mark Armory's scuba set sets.

And the arcana core, the one item here that is not a material or a
module. Four arcane essence, four cinder essence, a nether star in the
middle, and out comes a gem that fits any socket and ends Iron's Spells'
limits - a mana pool nothing can empty, cooldowns and cast times at
zero, ten times the spell power. The item is always registered because
an item cannot be conditional; its material and recipe live in the
Iron's Spells pack, so without that mod it is nothing. Its texture is
the heart of the sea's shape in purple, drawn here.

Attributes that a worn or held piece grants were going missing on the
way through a portal - the modifiers are transient, the attribute map is
the only place they live, and nothing re-applies them until the piece is
taken off and put back on, which is why cinder essence stopped being
fire immunity exactly where it was wanted. EquipmentAttributes.java
rebuilds the map from the equipment after a dimension change or a
respawn, and reads this mod's own attributes off the equipment as a
fallback.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-14 12:02:19 +02:00
Amir Alexander Abdelbaki dcf3b7e9c3 Let scales and bones build armour, and add sea serpent fang
Every scale material was in the "scute" group, and nothing in Truly
Modular accepts it - not Armory's armour, not Arsenal's or Archery's
parts. MIAPI's own turtle and armadillo scutes are stuck the same way.
So the 22 scale materials now carry "bone" as a hidden group: matched
when a module decides what it will accept, ignored when the workbench
decides what heading to file the material under, which is how Armory
hands its own gem slots vanilla materials. That is every piece of
armour except the scuba set, which takes fabric/metal/glass, plus tool
and bow parts.

Dragon bone gains "gem_armor" the same way, so it can be set into an
armour socket rather than only shaped into the armour; it already built
grips and handles as a bone.

Sea serpent fang is new - Ice and Fire has no sea serpent bone, and the
fang is what a serpent leaves besides its scales. It grants water
breathing, which is what Ice and Fire's own Tide Guardian armour does
and what nothing in MIAPI can express: WaterBreathing.java registers an
attribute and answers LivingBreatheEvent, exactly as FireImmunity and
VacuumSeal do, but only with the bearer's eyes in water so a fang is
not half a spacesuit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-14 11:39:02 +02:00
Amir Alexander Abdelbaki 4e470110c2 Add the modules Truly Modular is missing, and two more materials
Platinum (Create Propulsion: Simulated) and aviation alloy (AeroEngine) were
the only materials left in the pack; Pastel's gem fragments now count as an
eighth of a gem, and Create: Wizardry's arcane sheet, arcane block and mithril
nugget feed the metals they are made of, through extensions in its own pack so
they cost nothing to anyone without it.

Four modules of our own, in packs gated on the addon whose slots they use:

- A khopesh blade for any sword blade slot - axe damage, a point of knockback,
  an axe's mining level, fast, and short-reached and fragile to pay for it.
  Nothing in the ecosystem ships one, so it is drawn here.
- Socketed pommels. Arsenal's own socket pommel takes a small gem, and no
  module anywhere in Arsenal, Armory, Archery or MIAPI offers a gem_melee_large
  slot, so the large gemstone had nowhere to go. Now it does.
- A sealed helmet and a life support pack. Cosmonautics suffocates you in space
  through LivingBreatheEvent and exempts only items that *are* a Create diving
  helmet, which a modular helmet cannot be, so VacuumSeal.java answers the same
  event last. Half a seal each: it takes the suit, not the hat.

Arcane alloy is what it is called in game - Create: Wizardry renames the ingot -
and cutting spell cooldowns is now the reason to build out of it: 10% held per
module, less on armour, on Iron's Spells' cooldown * (2 - value), so a weapon
made of it beats the mod's best staff and a full kit still stays inside the
formula.

Two bugs found on the way: the Ice and Fire amethyst extension named an item
that does not exist (the mod spells it amythest_gem) in a shape MIAPI's codec
does not read, so it had never done anything - extensions are item-checked like
materials now. And the generator handed a namespace to whichever jar sorted
first, which is an addon as often as the mod that owns it; it goes to the jar
with the most of it now. A mod whose jar is missing is skipped with its files
left alone rather than failing the run, and only material folders are cleared,
since the module packs are hand-written.

Module art is placeholder-grade and meant to be repainted: it lives in
textures/items and textures/equipment, with blank templates and a guide sheet
giving the palette stops and every region a model samples.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-14 10:04:46 +02:00
Amir Alexander Abdelbaki d0ab532683 Give titanium an elytra glide bonus, and bump to 1.1.0
Armory decides elytra flight through miapi:generic.elytra_glide_efficiency,
which its heavy armour reduces by "-30 - density*2" on the chest. Titanium now
adds a flat +10 there - a nudge rather than a cancellation - and its flexibility
goes from 3 to 3.5, since the wing modules read flexibility and density. The
aerospace metal should fly.

Version bumped to 1.1.0 so the loaded build is identifiable at a glance. The
filename changes with it, which makes a stale jar in a mods folder obvious
instead of something that has to be inferred from tooltip values.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 20:18:06 +02:00
Amir Alexander Abdelbaki b7348a69a1 Give arcane essence per-slot mana and make one cinder gem enough
Arcane essence granted max mana through a single modifier with slot `armor`.
On a weapon that reads as "+200 Max Mana when worn", which is nonsense - you
do not wear a greatsword - and it gave every armour piece the same amount.

Each slot now carries its own modifier: 1300 on a helmet, 900 chest, 800 legs,
700 boots, and 900 in the main hand / 400 offhand so a weapon grants it while
held. They stack per module, so a piece built out of arcane essence that also
carries an arcane gem counts twice.

Cinder essence moves to slot `any`, so a single gem grants fire immunity
wherever it sits rather than only from an armour piece. The attribute is capped
at 1 and the handler treats anything at or above 1 as immune, so extra pieces
neither stack nor dilute it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 20:05:14 +02:00
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