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VSCode Snippet files designed for modpack developers to use during configuration and scripting. Currently provides auto-complete registry IDs for blocks, entities, items, potion effects, enchantments, and biomes. Spend less time referencing spreadsheets and lists, more time actually creating content.


Initiate auto-complete with the syntax: @modID/category/. For instance, @aoa3/blocks/ will allow you to insert block IDs from Advent of Ascension (Nevermine). You usually won't need to type the full prefix, as VSCode will begin suggesting options as soon as you type @.


Another feature of the extension is schema validation for datapack JSONs. This means that for certain types of JSONs, VScode will be able to advise you of the available and required fields for what you're making, along with descriptions and examples in some cases. I'll be targeting mods with high levels of datapack customization for this feature, such as Resourceful Bees, Masterful Machinery, and Mystic Alchemy, so that you'll be able to customize lots of game mechanics with ease.


This page primarily exists to bring visibility to the project. For installation, you may find it easier to simply install the extension from the VScode marketplace. The extension also includes features that this download does not, such as schema validation for some types of JSON files.


A list of mods supported by the Universal Registry can be found on the GitHub wiki.



Why is ____ included but ____ isn't?

Mostly because I haven't gotten around to it, probably. The process is very fast for adding an individual mod's IDs to a category, but you may have noticed that there's a LOT of mods. My machine can only run so many mods in a single pack, so I have to do them in batches. I'm using TellMe to dump the IDs, but if I forget to add a particular category, then it just has to wait until the next time I have time to do a batch. It'll come around. If you're interested in having it come around faster, feel free to hit the GitHub. Issues are good, pull requests are better. ;-)



At some point, yeah. I'm focusing on 1.16.5 at this time, because I don't expect 1.17 will be a huge version for mods; I'm anticipating most devs targeting 1.18 instead for any major updates they're planning.



Not me, but if you want to fork the Git to start maintaining separate files with 1.12 content, go for it.



I'm not even sure what that would look like.



Most of the stuff I'm doing should work on Fabric versions of supported mods. However, I'll be focusing on mods that have Forge versions.


Does ____ even HAVE entities???

Yeah. It might just be a projectile or something, though. I decided pretty quickly that I wasn't going to spend time trying to filter the IDs or be selective; much faster to just do the list and let other folks worry about how useful it is.


Where are you going with this?

Next step is obviously to pad out the support for the mods already listed -- making sure I've got all their IDs in the universal registry, and adding other mods alongside them. I'll also be adding syntax-helper snippet files for scripting mods such as CraftTweaker and KubeJS -- anything a pack dev might find helpful. The primary target is mods that add high levels of customization to the game's mechanics or content. If you've got a suggestion that fits that description, let me know.