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Material Nexus

One copper ingot, not five. Unify duplicate ingots, ores and dusts in your modpack: pick the one to keep from an in-game screen, and tags, recipes and items follow. No scripts, full preview before anything changes.
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materialnexus-0.3.0+1.21.1.jar

File namematerialnexus-0.3.0+1.21.1.jar
Uploader
DrimoZDrimoZ
Uploaded
Oct 14, 2026
Downloads
60
Size
788.6 KB
Mod Loaders
NeoForge
File ID
9170595
Type
B
Beta
Supported game versions
  • 1.21.1
  • 1.21

Curse Maven Snippet

NeoForge

implementation "curse.maven:material-nexus-1732185:9170595"

Learn more about Curse Maven

What's new

Changelog

0.3.0

  • The screen is redesigned. A path at the top, a menu on the left (Overview, Materials, Forms, then Rule files and Presets under Advanced) and one bar at the bottom for what is not applied yet. Four themes.

  • Overview: one sentence for the state of the pack, one main action, three figures that open the filtered list, the mod priority with labelled buttons. Reverting and resetting sit apart and ask for confirmation.

  • Materials: the forms of a material in groups that fold (To decide, Not applied yet, Unified, No duplicate, Forms that can be created), and an inspector listing every item of a form with its name, its mod, how many recipes make and use it, why it is kept or left alone, and its actions as buttons.

  • Review and apply is one panel in two steps: your changes, removable line by line, then the effects on the pack, grouped by what needs a look first.

  • Recipes are drawn by the installed viewer, JEI or EMI: in the inspector, and next to the pointer on a recipe row or on a route of How it's made. The list is grouped by what applying does, and a replaced item is struck through next to the kept one.

  • Forms grid, Sort duplicates, Scripts and Presets redrawn: a mark in every cell of the grid, candidate cards with their key while sorting, one row per script decision with its evidence, a preset shown next to your settings.

  • Rule files (formerly Data): a JSON error is shown with its line and the edit cannot be kept until it reads. A tag folder no form reads yet (c:coils/<material>) can be declared as a form from the Untagged forms tab.

  • An item is only "named after" a material it is tagged as, and a guess can be overruled: It is the same item makes an item left alone a candidate again (same in global.json).

  • A created item is drawn with config/materialnexus/textures/<material>_<form>.png when the file is there, nothing to declare.

  • New default drawings for created items: 25 templates redrawn so the tint reads as the material, and the double plate as a form. The previous, softer drawings stay available from the screen's Settings.

  • The generated pack no longer breaks a world when a mod is removed after Apply: each recipe it writes loads only while every item it names exists.

  • /materials report ranks the recipe types no format covers by the recipes naming a material item, so the mods worth a format are known.

  • Screen settings: technical id under item names, groups open by default, reopening where the screen was left, and a smooth font (IBM Plex Sans; the game font stays the default).

This mod has no additional files