Material Unification

Successor to 22angle's Materials Integration, rewritten from scratch with KubeJS, for 1.21.1 Neoforge, authenticated by him

▶ Jump to English ▶ 跳转到中文版

Material Unification

Unify your materials. Reclaim your inventory.

Currently, except for English (US) a.k.a. the default language of Minecraft, this mod only supports 简体中文(中国大陆). Will do more languages.

Version 2.8, 2.9, 3.0, 3.1, 3.2, 3.3 are hiden for they are not satisfying.

While reading this page, you will frequently see reference to a modpack called Sword & Kingdom — created and maintained by 22angle, the author of the original mod which this mod succeeds — which will be abbreviated as SnK. Actually the original mod was made just for it.

⚠️ IF YOU HAVE MOD "Better Tooltips" INSTALLED, DO SET "Content Manipulation > Text Wrapping" AS OFF! FOR REAL!!!

Mod list

[DEPENDENCY] KubeJS: Dependency of this mod, without any addon

[ABANDONED] Materials Integration: the original mod by 22angle, only for 1.20.1 Forge, and is actually abandoned, said him. He also refuses me sending the files to him to upload in his page. That is why I post on my own***

Material Unification: this mod, a rewritten successor to the aforementioned mod, using the same icons, texture, and model from the original mod

  • Material Unification Addon: Minecolonies: Integrated recipes for most Minecolonies workers, covering all unified resources. If you intend to play Minecolonies with Material Unification, install this addon TOO! Otherwise the workers are bound to be stuck!

  • Material Unification Expansion: 7 extra unified resources: Stem Resource, Nether Planks Resource, Nether Rock Resource, Nether Stone Resource, Nether Waste, Coral Resource, Prismarine Resource. Do notice that these resources cover what are taken as "gating materials" in Minecolonies, which is why they are excluded from the original mod. Despite its completion, long since when I suggested this idea to 22angle, he had told me that he will not include this expansion into SnK - where players ought to adventure for these gating materials - for it would disturb the gameplay. Therefore installation to SnK is at your discretion. However you do not have to care that much outside SnK! Damn vanilla dropping, and generating have already brought you to Material Unification, in for a penny, in for a pound! B.t.w. some attributes has a magnification

    • Material Unification Expansion Addon: Minecolonies: Integrated recipes for most Minecolonies workers, covering all extra unified resources. If you intend to play Minecolonies with Material Unification Expansion, install this addon TOO! Otherwise the workers are bound to be stuck!
  • Optional Addons:


Overview

Material Unification solves one of Minecraft's oldest frustrations: inventory and containers filling up with dozens of near-identical materials. Oak-bla, acacia-bla, birch-bla; stairs-bla, slabs-bla,fences-bla … each one its own item, each one its own stack, each one eating a precious inventory slot. The same happens with stone — stone-bla, andesite-bla, deepslate-bla … plus every polished, brick, and chiseled variant.

The mod's solution is elegant: mine any log → get one unified "Log Resource"; mine any rough stone → get one unified "Rock Resource". One item replaces an entire category.

But it does not stop there. The other half of the puzzle is the Sorting Workbench — a block that turns unified resources back into any specific material you need, on demand. Unified resources in your inventory, any specific block in the world. Best of both fields.

This also means, you can transform an oak log into a stripped acacia wood, a cobble stone into a deepslate tiles, a dirt block into a mud bricks, or even a grass into an oak saplings! You can now "exchange" most building materials to save your time right at home, instead of voyaging faraway and hard just for acquiring a rare new material! Are you not capering about now?

Perhaps you do not take this mod helpful, for there are many farms and machines always available to produce those materials. But every farm or machine takes much time, efforts, and more other materials before it starts providing the demanded materials. A material beast itself, too, let alone in those where farms and machines are disallowed, limited, or discouraged - such as when playing with Minecolonies!

In fact, this mod is just a successor of which was primarily designed for simplifying and expediting the protracted game progress and tedious game experience of Minecolonies in a modpack - SnK. That is why the design philosophy is Minecolonies-based. For 2 examples: Sand Resource initially includes gravel, later removed for making the Crasher of Minecolonies useless; Waste is not dropped from crops and seeds, so that the silly Farmer of Minecolonies would never be puzzled.

Meanwhile, those "gating materials" are excluded, so that you would remain passion to adventure, given now it is way more easier and faster to reach LV2 for most buildings thanks for this mod, that you can worry about other gibberish things much less to be available once more, and to be yourself again, instead of a sole-suffering scorned servitor, toil he bears, toll he shares. B.t.w. I created an expansion feat. 7 extra unified resources, so that you can save even more time and efforts.


8 Unified Resources

Resource Covers Examples
Log Resource All logs & wood, stripped or not Oak log, stripped acacia wood
Planks Resource All planks & derivatives Oak planks, acacia fence
Rock Resource Rough stones, stones that unsmelted Cobblestone, polished andesite, deepslate tiles
Stone Resource Dressed stones, stones that smelted Stone, smooth stone, mossy stone bricks, cracked deepslate tiles
Dirt Resource All dirt-related blocks Dirt, podzol, packed mud, mud bricks
Sand Resource Sand & red sand, and all those crafted from them Sand, red sand, smooth red sandstone stairs
Fuel Coal & charcoal Burns as long as coal, also can be crafted from Log Resources or Waste
Waste Agricultural & Forestry products, and weeds Leaves, saplings, seeds, weeds

More in Material Unification Expansion


Features

🧰 Sorting Workbench

The heart of the mod. Place a unified resource in the input slot, and then the workbench shows options it can be turned back into. Click one and then click on the output slot to get exactly what you need.

Two extra mechanics make it even smoother:

  • Remember: click an option, then click the button above the input slot to pin a "resource → output" mapping. Click again to forget. Drop the corresponding resource in, and it instantly converts and returns to your inventory, no need of clicking through the grid again.
  • Reverse-convert: put a specific material back into the input slot to turn it into a unified resource again.

🔄 Smart Drops

Mining blocks drops unified resources instead of specific materials. The drop rules are fully case-aware:

  • Silk Touch drops the original block itself — nothing is lost.
  • Drop chance variants - 50% for something like leaves, slabs, etc.
  • Drop amount variants - 2× for doors & trapdoors, 4× for sandstone & red sandstone.
  • Cross-mod aware (Theoretically) — modded logs, planks, and stones are unified too, as long as they have vanilla tags.

📦 Smart Placement

Right-click with a unified resource in hand and it places the matching block, and it is smart about it. Click on a stripped acacia wood with a Log Resource and it places stripped acacia wood, not the default oak log.

However, it is on purpose that click on an acacia fence with a Planks Resource and it places acacia planks, for it per the options shown in the Sorting Workbench, so that nobody can dupe.

🔎 JEI / JER Integration

  • JEI shows every crafting and sorting (what each resource can turn into) recipe.
  • JER shows every crafting and dropping source.

🛠️ KubeJS-powered

The mod runs on a KubeJS hybrid architecture. Items, recipes, tags, tooltips, and JEI integration are all defined in KubeJS scripts — which means modpack authors can tweak nearly everything without touching the JAR. Want to change what a resource drops, or add your own unified resources? Edit a script, not Java.

Why 22angle has long since abandoned Materials Integration? (Only means he stops maintaining it, not meaning SnK stops including it) Just because he lost his last bit of motivation to maintain that traditional Java mod, and became captivated to the grace and convenience of KubeJS.

He said himself that one day when SnK is to be updated to support 1.21.1 NeoForge, he would rather realize the functions of Materials Integration with KubeJS. So I did it for him.

Commands

Command Purpose
/material-unification migrate Migrate the namespace and ids of all the unified resources & Sorting Workbench in an old Materials Integration world to the new correct namespace & ids
/mu migrate Short alias

Note: worlds created before v3.3 (under the old name "Materials Integration") keep their old items working, but you really should run /material-unification migrate once to convert everything to the new correct namespace & ids. ONCE is enough!


About the Name

22angle is a native Chinese speaker, who named this mod 资源统合 - introducing 资源(material/resource) that 统合(unified), the 统合(unification) of 资源(material/resource).

Notwithstanding the correct translation as Material Unification, he chose a slipshod MT output "Integration" for the term 统合 when assigning an English name and, not realizing that 资源 should be singular in the attributive position, ended up with Materials Integration.

Moreover, of the mod's 8 resource items, 7 have ids ending in "integration" when they should end in "unification" (and "fuel_integration" should be "fuel").

Now that the modpack SnK aims to go international, keeping the original names would inevitably cause serious misunderstanding and endless trouble.

So the successor QiZiZhiCai added a mechanism:

After entering a world, newly produced unified resources will use the correct namespace and id, while existing ones will neither disappear nor change.

Until you run /material-unification (alias: /mu) migrate, which converts every unified resource and Sorting Workbench in the entire save to the correct namespace and id.

Note: this mechanism may be removed once SnK achieves internationalization (i18n), so please be sure to complete the namespace-and-id migration of all unified resources and Sorting Workbench in the save before then.


Requirements

  • NeoForge 1.21.1
  • KubeJS and its dependencies:
    • Rhino

Credits

  • 22angle (二十二度幻月) — original author
  • QiZiZhiCai (杞梓之才) — KubeJS rewrite & maintain

This is my FIRST time creating a mod, though it is just a rewritten successor.

But this is NEVER my last time.



▶ Jump to English · 跳转到英文版

资源统合

统一你的材料,夺回你的背包。

当前,除了英语(美国)也就是《Minecraft我的世界》的默认语言,本模组仅支持简体中文(中国大陆)。会加更多语言的。

版本2.8、2.9、3.0、3.1、3.2、3.3隐藏了,因为不够满意。

阅读本页面时,你会频繁见到一个名为《剑与王国》(Sword & Kingdom)的整合包,它由本模组所继任的原模组的同一作者二十二度幻月22angle)制作并维护,下文将其缩写为剑王(SnK)。实际上原模组做出来就是为了那个整合包的。

⚠️ 若你安装了模组“Better Tooltips”,把“Content Manipulation > Text Wrapping”设为关闭!说真的!!!

模组列表

【前置】KubeJS:本模组的前置,用不着附属

【停更】资源统合:来自二十二度幻月的原模组,仅支持1.20.1 Forge,且实际上已停更,他如是说。他还拒绝我把文件发给他让他上传到自己的页面里。这就是为啥我自个发布

资源统合:即本模组,上述模组的重制继任版本,使用与原模组相同的贴图、材质、模型

  • 资源统合附属:模拟殖民地:为大部分Minecolonies模拟殖民地的工人提供联动配方,覆盖全部统合资源。若你打算搭配资源统合玩模拟殖民地,要安装此addon!否则工人必会呆住!

  • 资源统合拓展包:7种额外的统合资源:菌柄资源、下界木板资源、下界石料资源、下界石材资源、下界废弃物、珊瑚资源、海晶资源。注意这些资源覆盖了模拟殖民地作为“卡进度材料”的东西,这便是为何原模组排除了它们。虽说完成了,但很久前我向二十二度幻月提出这想法的时候,他就告诉了我他不会把此拓展包加进剑王的——玩家在剑王应当出外冒险以获取卡进度材料——因为会扰乱游戏体验。因此需自行决定是否安装到剑王。可是在剑王之外你并不需要管太多!鸡肋的原版掉落和生成机制都已经把你逼到用资源统合了,一不做,二不休!顺带一提有些属性有增幅

    • 资源统合拓展包附属:模拟殖民地:为大部分模拟殖民地的工人提供联动配方,覆盖全部额外的统合资源。若你打算搭配资源统合拓展包玩模拟殖民地,要安装此addon!否则工人必会呆住!
  • 可选附属:


简介

《资源统合》解决的是Minecraft我的世界最古老的老大难问题之一:背包被几十种大同小异的材料塞满。橡木啊、金合欢啊、白桦啊;楼梯啊、台阶啊、栅栏啊…每种都是个独立物品、独立堆叠、被白白吞掉的背包格子。石头也一样——石头啊、安山岩啊、深板岩啊…加上每种磨制、砖块、錾制变体。

模组的解法非常优雅:开采任何原木→得到一个统一的“原木资源”;开采任何粗石→得到一个统一的“石料资源”。一个物品取代一整类。

但这还没完。另一半是分拣工作台——一个能把统合资源还原回你需要的任意具体材料的方块,随用随取。背包里放统合资源,世界里放具体方块,鱼与熊掌兼得。

这也意味着,你可以把橡木原木变成去皮金合欢木、把圆石变成深板岩瓦、把泥土变成泥砖、甚至把草变成橡树树苗!现在你足不出户就能“兑换”大多数建材以省时省力,而不用为了搞到一种稀有新材料跋山涉水、千辛万苦!难道你不乐坏了吗?

也许你觉得这模组没啥用,因为总有农场和机器能随时产出这些材料。但每个农场或机器在开始供应所需求的材料之前,都要先花费大量时间、精力,还有更多其他材料。这本身也是个“材料怪兽”,更别提在那些禁用、限制或不鼓励农场和机器的场景里了,比如玩模拟殖民地的时候!

事实上,本模组所继任的模组,其首要目的就是简化并加速一个整合包——剑王里模拟殖民地那漫长拖沓的游戏进程与繁琐枯燥的游戏体验。这正是其设计理念以模拟殖民地为基准的缘故。举2个例子:沙子资源最初包含沙砾,后来为了不让模拟殖民地的粉碎工丢饭碗而移除;农林废弃物不会从作物和种子掉落,好让模拟殖民地那傻了吧唧的农民永远不会被难倒。

此外,那些“卡进度材料”被排除在外,这样你就能保持出外冒险的热情了,毕竟现在有了本模组,大部分建筑升到2级那可太容易了,你可以少操心别的鸡毛蒜皮小事,且又有空了,也能做回自己了,而不是做个“刁民公仆”,一方有难,八方围观。顺带一提,我做了个拓展包,具有7种额外的统合资源,这样你就能更省时间精力了。


8种统合资源

资源 覆盖 示例
原木资源 所有原木&木头,无论去皮与否 橡木原木、去皮白桦木
木板资源 所有木板及派生 橡木木板、金合欢栅栏
石料资源 毛料,未烧炼的石头 圆石,磨制安山岩,深板岩瓦
石材资源 精料,烧炼过的石头 石头、平滑石头、苔石砖、裂纹深板岩瓦
土壤资源 所有泥土相关方块 泥土、灰化土、泥坯、泥砖
沙子资源 沙子&红沙,以及所有从它们合成来的 沙子、红沙、平滑红砂岩楼梯
燃料 煤炭&木炭 燃烧时间等同煤炭,还可由原木资源或农林废弃物合成
农林废弃物 农业&林业产物,以及杂草 树叶、树苗、种子、杂草

更多尽在资源统合拓展包


功能特性

🧰 分拣工作台

模组的心脏。把统合资源放进输入格,然后工作台会展示它能还原成的选项,点一个然后点输出格就能拿到你需要的那个。

两个额外的机制让它更丝滑:

  • 记忆:点击一个选项,然后点击输入格上方的按钮以锁定一个“资源→产物”映射。再点一次以遗忘。放进相应资源,立即转化并弹回背包,不用再在网格里点选。
  • 反向转化:把具体材料塞回输入格以重新变回统合资源。

🔄 智能掉落

开采方块掉落的是统合资源而非具体材料,掉落规则完全感知情景

  • 丝绸之触(精准采集)掉落原方块本身——什么都不丢。
  • 概率掉落变体——一些物品如树叶、台阶等有50%的概率。
  • 数量掉落变体——门&活板门为2个、砂岩&红砂岩为4个。
  • 跨模组感知(理论上)——模组原木、木板、石头也会被统一,只要有原版标签的话。

📦 智能放置

手持统合资源右键即可放置对应方块,而且很聪明。拿着原木资源点去皮金合欢木,放置的就是去皮金合欢木,而不是默认的橡木原木。

然而,拿着木板资源点金合欢栅栏会特意放置金合欢木板,因为其会参照分拣工作台里显示的选项,这样就没人刷物品了。

🔎 查询集成

  • JEI显示每个合成和分拣(每种资源能变啥)配方。
  • JER显示每个合成和掉落来源。

🛠️ KubeJS 驱动

模组采用KubeJS混合架构。物品、配方、标签、工具提示、JEI 集成全部由 KubeJS 脚本定义——这意味着整合包作者几乎可以调整一切,而无需改动 JAR。想改某种资源的掉落,或添加你自己的统合资源?改脚本,而非Java。

为啥二十二度幻月早就停更资源统合了?(只是说不再维护了,不是说剑王不再包含了)正是因为他失去了维护那个传统Java模组的最后一点动力,并折服于KubeJS的优雅与便捷。

他亲口说,要是哪天剑王要升级以支持1.21.1 NeoForge了,那他宁愿依托KubeJS实现资源统合的功能。于是我替他这么做了。

指令

指令 用途
/material-unification migrate 将旧Materials Integration存档的所有统合资源&分拣工作台的命名空间和id迁移到新的正确的命名空间&id
/mu migrate 简写别名

注意:v3.3之前(旧名"Materials Integration")创建的世界的旧物品仍然可用,但你真应该运行一次/material-unification migrate把一切都转换成新的正确命名空间&id。一次就够!


关于名字

原作者二十二度幻月是中文母语者,给此模组起的中文名是“资源统合”——引入“统合”了的“资源”,“资源”之“统合”。

尽管正确的翻译为“Material Unification”,原作者起英文名的时候还是随随便便给“统合”一词找了个机翻“Integration”,之后没意识到作定语时“资源”应为单数,便起成了“Materials Integration”。

此外,模组内的8种资源物品,有7种的id以“integration”结尾,而其理应以“unification”结尾(且“fuel_integration”应为“fuel”)。

现在既然剑王整合包打算国际化,那么要是继续保留原名的话势必会造成严重误会,后患无穷。

所以继任者杞梓之才加入了一个机制:

进入世界后,新产生的统合资源将使用正确的命名空间和id,旧有的则既不消失也不改动。

直到运行指令/material-unification(别名:/mu) migrate才会将整个存档的统合资源与分拣工作台全部转换成正确的命名空间和 id。

注:等到了剑王达成国际化(i18n)的时候,这个机制可能会被移除,所以请务必在那之前完成全存档统合资源与分拣工作台的命名空间与id之迁移。


依赖

  • NeoForge 1.21.1
  • KubeJS与其前置:
    • Rhino

致谢

  • 22angle(二十二度幻月)——原作者
  • QiZiZhiCai(杞梓之才)——KubeJS重写&维护

这是我头一回做模组,尽管只是个重写继任罢了

但这绝不会到头了!

The Material Unification Team

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杞梓之才