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> |
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| gradle/wrapper | ||
| src/main | ||
| tools | ||
| .gitignore | ||
| README.md | ||
| build.gradle | ||
| gradle.properties | ||
| gradlew | ||
| gradlew.bat | ||
| settings.gradle | ||
README.md
Create/Mekanism Modular
A Truly Modular addon for Minecraft 1.21.1 / NeoForge. It adds 124 materials drawn from 20 mods - Create, Mekanism, Ice and Fire, Immersive Engineering, Ender IO, Applied Energistics, Occultism, Ars Nouveau, Iron's Spells, Pastel, Crystal Chronicles, NauTec, Superb Warfare, Industrial Foregoing, RFTools, Create Deco, Steampunk Dimension and the three Create aerospace addons - so their metals, gems, scales and essences can all be used to build modular tools and armour.
Every source mod is optional. Install any subset - the materials for mods you do not have are never registered.
How it is put together
Almost all of this mod is data: MIAPI material JSON under
src/main/resources/packs/<mod>/data/cmmodular/miapi/materials/.
The small amount of Java exists for two reasons.
Conditional loading. MIAPI reads materials with its own loader, which does
not honour neoforge:conditions or anything else that could switch a file off,
and a material whose ingredient item is missing fails to parse. So each source
mod's materials are a separate built-in datapack, registered in
CMModular.java only when that mod is present.
Overlapping metals. Several metals come from more than one mod - steel,
lead and uranium from Mekanism and Immersive Engineering, silver from Ice and
Fire and Immersive Engineering, titanium from both aerospace addons. Each one
picks a single provider rather than accepting either, so the crafting screen
shows one entry per metal instead of two identical-looking ones. Providers are
Mekanism for steel/lead/uranium, Ice and Fire for silver, Cosmonautics for
titanium; swapping one is a one-line change in tools/materials.py.
Fire immunity. Cinder essence grants immunity to fire, which is not an
attribute the game has and not a property MIAPI offers. Instead of coupling to
MIAPI's internals, FireImmunity.java registers a cmmodular:fire_immunity
attribute, the material grants it like any other attribute, and a damage handler
watches for it. Neither side knows about the other.
Stats
Tinkers' Construct 3 is the reference, re-scaled onto MIAPI's vanilla-derived numbers (iron 235 durability, diamond 1546, netherite 2016). Materials with no Tinkers counterpart are built from what the material actually is, then fitted to the nearest tier band:
| Tinkers | here | shape |
|---|---|---|
| cobalt | titanium | light, fast, durable, unremarkable damage |
| steel | steel | balanced workhorse, poor enchantability |
| hepatizon | brass, bronze | copper alloys - quick and enchantable, not durable |
| manyullyn | dragonsteel | top damage, endgame gate |
| rose gold | refined glowstone, pixie dust | fragile, huge enchantability |
| ancient hide | dragon scales, chitin | armour-first, high toughness |
Tiers 6 and 7 sit above netherite: 6 is refined obsidian, shadow steel, refined radiance, atomic alloy and the two Iron's Spells essences; 7 is the three dragonsteels and antimatter.
Real-material character does the rest of the work - lead is the heaviest thing here and swings slowest, osmium is dense and tough, HDPE weighs nothing and cannot cut rock, silver smites the undead.
All of it lives in tools/materials.py, one entry per material with the
reasoning in comments next to the numbers.
Palettes
Colours are not hand-picked. tools/generate_materials.py opens the source
mods' jars, resolves each material's item model to its texture, and samples that
texture to build MIAPI's seven-stop grayscale_map.
The sampling deliberately does not normalise a stop's colour to its brightness
number. A stop key is the brightness of MIAPI's grayscale template; its value is
whatever the material looks like at that point in its own shading, which is why
MIAPI's own netherite tops out at a murky 847a84 while iron runs to white.
Samples are taken at percentiles of the texture's brightness order, so a texture
with four shades still yields a full ramp and any hue drift between shadow and
highlight survives. Pure-black outline pixels are excluded - they are not a
shade of the material - and the darkest stop is extrapolated below the texture,
which is what MIAPI's own palettes do.
The sample points were tuned against MIAPI's hand-authored copper palette and reproduce it to within about 2% per channel.
Building
./gradlew build
Needs nothing but NeoForge - Truly Modular is a runtime dependency only, since this mod talks to it purely through datapack JSON.
Regenerating materials
Only needed after editing tools/materials.py or when a source mod changes its
textures. The generated JSON is committed, so a plain build does not need this.
python3 tools/generate_materials.py --jars ~/path/to/mod/jars
The folder needs one jar per source mod. Every item id in materials.py is
checked against those jars and the run fails on a typo, rather than shipping a
material that silently refuses to load.
Requires pillow and numpy.
Notes
- Titanium's palette comes from Cosmonautics' ingot, which is violet. Air War's
is blue-white; swap
palette_fromon the titanium entry to prefer it. - Cinder essence is nearly black, because its texture is a charred ember. It is emissive, so it still reads as fire in game.
- Dragon scales are one material per colour (12 dragon, 7 sea serpent, 3 death worm chitin). Colours within an element share stats and differ only in palette.
- Interstellar Expansion is mostly machinery. Only three of its items are a material rather than a component; solid E-710 is left out because it is rocket fuel.
- Gem sockets do not check the
gemgroup. Arsenal gates melee gems ongem_meleeand Armory gates armour gems ongem_armor, so every gem-like material carries both and fits any gem slot. - Immersive Engineering contributes aluminium, nickel, constantan, electrum and graphite. Its steel, lead, uranium and silver are not separate materials - see overlapping metals above. Superb Warfare's steel/lead/silver and Create Crafts & Additions' electrum are skipped for the same reason.
- Crystal Chronicles and Pastel add whole families of gems that differ by colour and lore rather than by kind, so those are generated from a table with shared stat bands per tier. What actually tells them apart in game is the palette, and that still comes from each gem's own texture.
- Material properties belong under the
defaultkey, notarmororhandheld. A gem socketed into armour is not taggedarmor: gem modules declare which material properties they accept and list onlydefaultplus their own gem tags. Anything filed underarmor/handheldsilently never applies to a socketed gem. The attribute's own slot is what decides where it counts.