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Recipe Integration
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Recipe Integration

by CelestialFox · on Modrinth

Integration for many mods including Ars Nouveau, Biomes O Plenty, Create, Evilcraft, Farmer's Delight, GTCEU, Immersive Engineering, Integrated Dynamics…

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Recipe Integration — screenshot 1Recipe Integration — screenshot 2Recipe Integration — screenshot 3Recipe Integration — screenshot 4Recipe Integration — screenshot 5Recipe Integration — screenshot 6Recipe Integration — screenshot 7Recipe Integration — screenshot 8

Next update coming soon (including Aeronautics support and moving to Codeberg)

Note: This mod is currently in beta. Additions may be limited for certain mods. (eg very few mobs for Hostile Neural Networks compat) Some features may also only be partially complete.

Are you tired of having to install 7 different datapacks packaged as mods just so you can strip all the wood in your modpack using Farmer's Delight? Do you wish you could use Mekanism with more modded ores? Do you want to use ProjectE without having to manually set the EMC values for every item a mod adds because it doesn't use vanilla crafting? Well, you're in luck!

This mod adds integration between multiple Minecraft mods mostly in the form of recipes, for example the Immersive Engineering Metal Press for rods from Modern Industrialization and Gregtech, or Ars Nouveau manipulation essence for various modded stone types. It's basically just a datapack with load conditions so only one file is needed for any combination of mods. Currently the mod is at over 3,700 recipes and growing!

Only the recipes for the mods installed will be loaded, so there won't be any broken or empty recipes.

Note that each addition may not be included with every mod combination, but I intend to add as much cross-compatability as possible.

I will also try to retain compatability with as many of the mods as possible, but due to the large number of mods, substantial updates to those mods may break compatability. If this happens, feel free to make a bug report and I will fix it.

For now, all recipes are in the data folder of the mod, and can thus be changed with KubeJS or similar tools. Config options are coming in the next update though.

This mod shouldn't hurt performance any more than just using a few more kilo/megabytes of RAM, as any mod/datapack does anyway, since it doesn't add any functions or anything similar - just recipes (and tags and data maps and whatever else).

Current mods + features

Current list of supported mods

Bold mods have features implemented by this mod.

Regular mods are fully compatible with one or more features

Italic mods are partially compatible with one or more features or only have very minor compatability features, for example Randomium blacklist/whitelist tags.

Current list of features

Note that some features use tags, whereas others use items so certain features may only be for select mods.

As well as a few additional tags for various mods like AE2, Northstar, Create.

Planned mod support

Planned mod support

Support for some mods here may be dependent on the mods updating and/or being able to add custom recipes using the mod's features. At the time of writing this, Valkyrien Skies has not updated to 1.21+ yet, and there are plenty of Create addons that haven't updated to 1.21+

Additionally, I am currently reworking the mod to be much easier to add new recipes. I might make a separate mod for features that don't follow an exact pattern, like ProjectE world transmutations, Hostile Neural Networks data models, and some of these planned features, like Apotheosis gems or Oritech augmentations using modded attributes (like Iron's Spells & Spellbooks or Ars Nouveau spell power

As well as many additional features for the currently supported mods, including but not limited to:

Q/A:

Q/A

What versions are supported?

Currently Neoforge 1.21 and above, but for best results, you should use 1.21.4 and above. Please don't report any bugs about recipes being incorrectly loaded if this only happens on versions before 1.21.4. >99% of features/recipes should be fine though, and this could only ever happen with specific mod combinations and mods that don't use tags correctly.

Server or client?

The majority of stuff is server-side, but it can be installed on either. Currently, the only client-side feature is for Hostile Neural Networks compat (the language files for mob descriptions, which it will work without), which is currently EXTREMELY incomplete. I plan to eventually add Xaero's and Journeymap compat for some modded mobs though.

What's the difference between this, AlmostUnified, JAOPCA, or ProjectE integration?

AlmostUnified merges recipes where there are the same type of material. For example, if mod 1 adds tin plates made with machine 1, and mod 2 adds tin plates made with machine 2, AlmostUnified merges those to only use one of the items that can be made from either machine. However, if mod 2 also adds lead plates made with machine 2, you will not be able to use machine 1 to make lead plates. This mod fixes that problem by adding as much cross-compatability as possible. I recommend installing AlmostUnified along with this mod since I have excluded recipes for materials if they already exist in a mod.

JAOPCA does a better job at unifying ore processing than this mod, since it adds new items for each material (clumps, shards, dust, etc) so it can add more features than this mod and each ore can be used everywhere. It only focuses on ore unification though, and this mod also adds recipes for wood types with various sawmills, as well as plenty of other features. I plan on adding full JAOPCA compatability in the future. Currently if you install JAOPCA alongside this mod, there'll be duplicate recipes, possibly with different ratios, but they'll both work.

ProjectE Integration is fairly obvious in that it only focuses on ProjectE, however it does a better job at it than this mod does, since it reads every recipe whilst this mod is just a datapack configured with the default recipe ratios. It is required on both the server and client, so updating the server-side mod would require updating the client-side mod as well (most likely. I haven't tested how it behaves with different versions of the mod)

I am currently reworking the entire mod and this info will change. I will be removing ProjectE custom conversions (keeping world transmutations though) and adding more JAOPCA support.

Any chance of a fabric port?

I am currently rewriting the entire mod and will support fabric upon full release.

Can I disable any recipes?

You should be able to overwrite any changes including recipes with datapacks/mods/kubejs/etc, but there are currently no config options. That is coming in a future update though.

Can I use this in a modpack?

Yes! Preferably distributed in a format where the mod is downloaded from the modrinth website on each install, such as .mrpack, but this isn't strictly necessary if you really need to.

Does this add any new items?

Currently, no. I plan on keeping it this way. If I do decide on adding items, it would likely be in a separate mod.

Can I fork this and publish it?

Only if it is to a different modloader such as forge, fabric, or quilt. I will try my best to keep this updated and maintained, which should be fairly simple with the current features. I will support some fabric mods through Sinytra, but Sinytra does crash with some mod combinations so feel free to make a fabric port. For more info, read the license on the github.

I am currently reworking the entire mod though and this WILL change.

Can I contribute to the mod?

I am currently reworking the entire mod as well as moving off of Github, but after the next release, sure!

Curseforge?

No.

Curseforge is based in Tel Aviv, Israel so directly funds the IDF via taxes. It's negligible, but if everyone boycotts where they can, it starts to add up.

Info about next update

Info about next update

I am currently reworking the entire mod.

I have switched to using Architectury Loom, which means that the new mod will have a native Fabric/Quilt version, as well as Neoforge. Versions below 1.21 are coming after release.

Additionally, I am moving away from Github and onto Codeberg.

Current progress:

4,163 recipes/tags/etc.

Includes plenty of new mods/blocks/items, but not as many features just yet.

Features complete:

as well as a better system for adding new mods that these features use.

Todo: more recipe types, modlist generator for modrinth page, possibly neoforge configs

Not coming in the next update but planned for afterwards:

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

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