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Material Unification Addon: Minecolonies
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Material Unification addon for MineColonies: crafter recipes with Material Unification
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Guys, CurseForge site is weird in formatting, seemingly actually imcompatible with Markdown format, despite the option in the description input box. So, if you find any format issue, blame CurseForge instead of me. I have tried my best.
各位,CurseForge网站的格式好诡异,虽说描述输入框里有Markdown选项,但实际上看起来并不兼容。所以说,如果你发现了任何格式问题,怪CurseForge去而不要怪我。我已经尽力了。
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Material Unification Addon: MineColonies
The bridge between Material Unification and your colony.
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 3.0 is hidden for it is not satisfying.
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: 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 & 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!
- Nether Exclusive Patch: Additional file for colonies full of Nether materials or right in the Nether. It is not a replacement for the aforementioned addon for it contains no recipes at all, but only three extra tag files that layer on top of it. Install it ALONGSIDE the MU-E Addon for Minecolonies ONLY WHEN YOU ARE RICH IN NETHER MATERIALS OR YOUR COLONY IS RIGHT IN THE NETHER, then it makes Stem Resource count as logs, Nether Planks Resource as planks, and Nether Rock Resource as stone material, so workers will substitute Nether materials for overworld ones everywhere. The regular addon never does this on purpose, otherwise your workers would happily spend rare Nether materials on stone tools while overworld stone sits in the warehouse, for example.
Optional Addons:
[OPTIONAL] Material Unification Addon: Alex's Cave: Currently including ONLY ONE recipe, for the Mechanic of Minecolonies: "8 copper blocks + 1 acid bucket → 8 oxidized copper"
[OPTIONAL] Material Unification Addon: Farmer's Delight: Integrated recipes for Farmer's Delight
[OPTIONAL] Material Unification Addon: Quark: Integrated recipes for Quark
Overview
This is the MineColonies integration addon for Material Unification.
Material Unification replaces dozens of near-identical blocks with a handful of unified resources. Minecolonies, on the other hand, expects its workers to deal with specific blocks. Hand a Stonemason a pile of Rock Resource and, without this addon, they simply have no recipe to work from — the hut sits idle while the worker does nothing.
This addon fills that gap: it ships a full set of crafter recipes that teach nearly every Minecolonies worker how to consume unified resources and produce the tangible blocks their hut needs.
If you intend to play Minecolonies with Material Unification, install this addon TOO! Otherwise the workers are bound to be stuck!
Contents
1152 crafter recipes across 14 worker types:
| Jobs | Recipes | Handles |
|---|---|---|
| Builder | 241 | Construction materials, tools |
| Stonemason | 197 | Stones with derivatives |
| Miner | 194 | What a Miner needs |
| Carpenter | 171 | Logs & planks with their derivatives |
| Fletcher | 83 | Wools with derivatives |
| Dyer | 52 | Dyes, terracotta |
| Mechanic | 41 | Redstone-related stuff |
| Glassblower | 38 | Stained glass & panes |
| Planter | 32 | Plantation Products |
| Brickmaker | 31 | Smelted stones |
| Blacksmith | 29 | Metal, armours & tools |
| Lumberjack | 22 | Saplings, tools |
| Farmer | 17 | Seeds, dirt-related blocks |
| Crusher | 4 | Crushing products |
Transformation ratio
- Unified resource → its own sorting option: 4 → 4. Pick any block the Sorting Workbench can turn a resource into, and your workers will produce it at a flat 4-for-4, no exceptions for the 201 recipes.
- Waste → its own sorting option: 1 → 1. The 38 Waste sorting options each cost exactly one Waste.
So on both paths there is no wastage: if it is a sorting option, you can have it.
Every derivative recipe (such as a trapdoor) simply mirrors the ratio of the vanilla recipe it replaces (such as "3 trapdoors ← 6 Planks Resource").
Migration for Namespace & IDs
If your world was created before Material Unification v3.3 (under the old name Materials Integration), the crafter recipes in your colony still carry the old namespace & ids. Therefore, when you play with Material Unification newer than v3.3, all those recipes that are not built-in but learnt manually would expire.
Run /material-unification migrate or its short alias /mu migrate to fix them.
This sweeps every crafter recipe in the save and rewrites it to the correct namespace & ids, preserving the recipe, its building assignment, and its ordering. It also converts the legacy namespace & ids sitting in your citizens' inventories and your buildings' & warehouses' containers. ONCE is enough.
This Minecolonies-related fix only works while this addon is installed, which teaches Material Unification how to reach into Minecolonies data. Without it, the migration leaves your colony untouched.
Note: worlds created before MU 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!
Requirements
- NeoForge 1.21.1
- KubeJS and its dependency:
- Rhino
- Material Unification
- Minecolonies
Credits
- 22angle/22paraselene ("22-degree Paraselene" - 二十二度幻月) — original author of the mod which this mod's core succeeds
- QiZiZhiCai (杞梓之才) — KubeJS rewrite & maintenance of the core, plus development of this addon
资源统合附属:模拟殖民地
资源统合与你的殖民地之间的桥梁。
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3.0隐藏了,因为不够满意。
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: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,也要安装此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,也要安装此addon!否则工人必会呆住!
- 下界专用补丁:给下界材料富余或地处下界的殖民地准备的追加文件。它不是上述附属的替代品,因为它压根不含配方,只有仨叠加在其上的标签文件。仅当你的下界材料富余或你的殖民地就搁下界时才把它与拓展包模拟殖民地附属一同安装,然后它会让菌柄资源算作原木、下界木板资源算作木板、下界石料资源算作石质材料,于是工人会在各处拿下界材料顶替主世界材料。常规附属刻意不如是做,否则你的工人会在仓库里堆着主世界石头的情况下,比如说,乐呵呵地花稀有的下界材料去做石质工具。
可选附属:
【可选】资源统合附属:Alex的洞穴:当前含仅一个配方,给模拟殖民地的机械师的:“8铜块+1酸液桶→8氧化铜”
【可选】资源统合附属:农夫乐事:与Farmer's Delight农夫乐事联动的配方
【可选】资源统合附属:夸克:与Quark夸克联动的配方
简介
这是《资源统合》的模拟殖民地联动附属。
资源统合把几十种大同小异的方块替换成了寥寥几种统合资源。而模拟殖民地那边,工人们要处理的却是具体的方块。你把一堆石料资源丢给石匠,没有这个附属的话,他压根没有配方可用——小屋就那么闲着,工人就那么愣着。
这个附属就是来补这个缺的:它提供了一整套工人配方,教会几乎每一位模拟殖民地工人如何消耗统合资源,产出他们小屋所需的实实在在的方块。
若你打算搭配资源统合玩模拟殖民地,也要安装此addon!否则工人必会呆住!
内容
1152条工人配方,覆盖14种工人类型:
| 职业 | 配方数 | 负责内容 |
|---|---|---|
| 建筑工 Builder | 241 | 建材、工具 |
| 石匠 Stonemason | 197 | 石头与派生 |
| 矿工 Miner | 194 | 矿工所需 |
| 木匠 Carpenter | 171 | 原木&木板与其派生 |
| 制箭师 Fletcher | 83 | 羊毛与派生 |
| 染工 Dyer | 52 | 染料、陶瓦 |
| 机械师 Mechanic | 41 | 红石相关 |
| 玻璃工 Glassblower | 38 | 染色玻璃&玻璃板 |
| 种植工 Planter | 32 | 种植产物 |
| 制砖工 Brickmaker | 31 | 烧炼石材 |
| 铁匠 Blacksmith | 29 | 金属、盔甲&工具 |
| 伐木工 Lumberjack | 22 | 树苗、工具 |
| 农夫 Farmer | 17 | 种子、泥土相关方块 |
| 粉碎工 Crusher | 4 | 粉碎产物 |
转化比例
- 统合资源→它自己的分拣选项:4→4。分拣工作台能把某种资源变成的任何方块,你的工人都会以固定的4换4产出,201条配方无一例外。
- 农林废弃物→它自己的分拣选项:1→1。38种农林废弃物分拣选项,每一种都恰好消耗一个农林废弃物。
因此两条路径都没有损耗:只要是分拣选项,你就能拿到。
其余派生配方(比如活板门)只是照搬它所替代的原版配方的比例(比如“3个活板门←6个木板资源”)。
命名空间 & id 迁移
如果你的存档创建于资源统合v3.3之前(旧名Materials Integration),你殖民地里的工人配方仍然带着旧的命名空间&id。因此,当你使用比v3.3更新的资源统合时,那些并非内置而是手动学会的配方都会失效。
运行/material-unification migrate或其简写别名/mu migrate即可修复。
这会把存档里每一条工人配方扫一遍并改写成正确的命名空间&id,同时保留配方本身、它的建筑归属以及排序。它还会转换你工人背包里、以及你建筑&仓库容器里的旧命名空间&id。一次就够。
这个与模拟殖民地相关的修复只在本附属安装时才有效;正是本附属教会了资源统合如何触及模拟殖民地的数据。没有它,迁移不会动你的殖民地分毫。
注: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!
依赖
- NeoForge 1.21.1
- KubeJS与其前置:
- Rhino
- 资源统合
- 模拟殖民地 Minecolonies
致谢
- 22angle/22paraselene("22-degree Paraselene" - 二十二度幻月)——本模组核心所继任的模组的原作者
- QiZiZhiCai(杞梓之才)——核心的KubeJS重写&维护,以及本附属的开发
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