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GT Decorations & Materials

A standalone GregTech material registration system with dynamically generated connected textures.
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gt_deco_materials-neoforge-1.21.1-1.0.5.jar

File namegt_deco_materials-1.0.5.jar
Uploader
shifen0520shifen0520
Uploaded
Nov 9, 2026
Downloads
9
Size
6.2 MB
Mod Loaders
NeoForge
File ID
9528192
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:gt-decorations-materials-1750281:9528192"

Learn more about Curse Maven

What's new

Changelog

All notable changes to GT Deco & Materials are documented here.


1.0.5

Added

  • Material sets (25 item / 20 block). Materials can now pick a texture set via .materialSet("metallic"): dull, metallic, shiny, bright, magnetic, radioactive, fine, rough, sand, glass, wood, diamond, emerald, netherstar, quartz, opal, lapis, lignite, flint, certus, ruby, gem_horizontal, gem_vertical, paper, powder. When omitted, the set is inferred from the material's forms (gem forms → gem_vertical, metal parts → metallic, otherwise dull).
  • New forms: ingot_double, raw_ore_block, crushed_refined, round, turbine_blade.
  • Ore host variants (14). The same material can now generate ore blocks on different host rocks: ore, ore_deepslate, ore_netherrack, ore_end_stone, ore_granite, ore_diorite, ore_andesite, ore_tuff, ore_blackstone, ore_basalt, ore_calcite, ore_marble, ore_red_granite, ore_black_granite.
  • Runtime loot tables for ores. Silk Touch drops the ore block itself; otherwise the ore drops its raw ore (falling back to gem → crushed ore → dust), scaled by Fortune and reduced by explosions — same as vanilla ore tables.
  • Runtime block / item tags. mineable/pickaxe, needs_stone_tool, c:ores, c:ores/<material>, plus c:<commonTag> (c:ingots, c:dusts, c:plates, c:raw_ores, …) for every item form.
  • Multi-language name generation. en_us is the base language; built-in translations for zh_cn, zh_tw, zh_hk, ja_jp, ko_kr, de_de, fr_fr, es_es, ru_ru, pt_br. Any other language file dropped into kubejs/assets/gt_deco_materials/lang/ is kept and completed with English fallbacks automatically.
  • Localized material names. .zhcnname("Nickel")-style API: .zhcnname(...), .zhtwname(...), .enname(...), .name(lang, value). CJK names are joined without a space (镍 + 锭 → 镍锭).
  • Runtime blockstates / block item models / bucket models are now generated into kubejs/assets/gt_deco_materials/, so blocks and buckets registered at runtime no longer fall back to the missing model.

Changed

  • ingot now uses ingot / ingot_secondary / ingot_overlay. ingot_hot and ingot_double share those three layers and add their own fourth overlay layer, matching GregTech Modern's model hierarchy.
  • .color(rgb) now derives the secondary colour automatically (primary darkened by 30%) so tinted layers no longer fall back to white.
  • Stacked-cube block models (ore / frame / raw ore block) inset inner layers by 0.001 blocks to eliminate z-fighting.
  • Bucket model layer order corrected: layer 0 = bucket body (untinted), layer 1 = fluid surface (tinted).

Fixed

  • Runtime-registered blocks stuck on the missing model (blockstates/… referenced a model that was never baked).
  • Buckets rendering as the purple/black missing texture.
  • Ore / frame blocks appearing untinted because a white secondary layer covered the tinted base.
  • Ingot and hot ingot using the same textures.

1.0.5(简体中文)

新增

  • 材质套件(25 个物品套件 / 20 个方块套件):材料可用 .materialSet("metallic") 指定画风 —— dull、metallic、shiny、bright、magnetic、radioactive、 fine、rough、sand、glass、wood、diamond、emerald、netherstar、 quartz、opal、lapis、lignite、flint、certus、ruby、 gem_horizontal、gem_vertical、paper、powder。 不指定时按材料拥有的形态自动推断(宝石形态 → gem_vertical,金属件 → metallic, 其余 → dull)。
  • 新增形态:ingot_double(双层锭)、raw_ore_block(粗矿块)、 crushed_refined(精炼矿石)、round(圆珠)、turbine_blade(涡轮叶片)。
  • 矿石母岩变体(14 种):同一材料可以生成不同母岩上的矿石方块 —— ore、ore_deepslate、ore_netherrack、ore_end_stone、ore_granite、 ore_diorite、ore_andesite、ore_tuff、ore_blackstone、ore_basalt、 ore_calcite、ore_marble、ore_red_granite、ore_black_granite。
  • 矿石运行期掉落表:精准采集掉矿石方块本身;否则掉粗矿(无粗矿时按 宝石 → 粉碎矿石 → 粉依次回落),数量受时运影响、被爆炸衰减 —— 与原版矿石一致。
  • 运行期方块/物品标签:mineable/pickaxe、needs_stone_tool、c:ores、 c:ores/<材料>,以及所有物品形态的 c:<通用标签>(c:ingots、c:dusts、 c:plates、c:raw_ores 等)。
  • 多语言名称生成:以 en_us 为基准,内置 zh_cn、zh_tw、zh_hk、ja_jp、 ko_kr、de_de、fr_fr、es_es、ru_ru、pt_br 译名。 任何其它语言只要在 kubejs/assets/gt_deco_materials/lang/ 下建同名文件, 启动时会自动用英文补齐缺失条目,已有翻译不会被覆盖。
  • 材料名本地化:新增 .zhcnname(...)、.zhtwname(...)、.enname(...)、 .name(语言, 名称)。中日韩文字直接拼接(镍 + 锭 → 镍锭),不再中英混排。
  • 运行期生成方块状态 / 方块物品模型 / 桶模型,写到 kubejs/assets/gt_deco_materials/,运行期注册的方块与桶不再黑紫缺模型。

变更

  • ingot 改用 ingot / ingot_secondary / ingot_overlay;ingot_hot 与 ingot_double 共用这三层并各自追加第 4 层 overlay,与 GTM 的模型层级一致。
  • .color(rgb) 会自动派生副色(主色压暗 30%),染色层不再回落成白色。
  • 叠层方块(矿石 / 框架 / 粗矿块)内层各内缩 0.001 格,消除 z-fighting。
  • 桶模型层序修正:第 0 层为桶身(不染色),第 1 层为流体面(染色)。

修复

  • 运行期注册的方块卡在 missing model(方块状态引用的模型没有烘焙)。
  • 桶显示为紫黑缺失贴图。
  • 矿石 / 框架方块"不染色"(白色副色层盖住了主色)。
  • 普通锭与热锭共用同一套贴图。

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