create-mekanism-modular/README.md

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# Create/Mekanism Modular
A [Truly Modular](https://modrinth.com/mod/modular-item-api) 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
```sh
./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.
```sh
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_from` on 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 `gem` group. Arsenal gates melee gems on
`gem_melee` and Armory gates armour gems on `gem_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 `default` key, not `armor` or `handheld`.
A gem socketed into armour is not tagged `armor`: gem modules declare which
material properties they accept and list only `default` plus their own gem
tags. Anything filed under `armor`/`handheld` silently never applies to a
socketed gem. The attribute's own slot is what decides where it counts.