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NBTcompat

作者:Nathan22211

A RAM and I/O friendly version of Every Compat, using texture pregen, recolors, and UV mapping.

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介绍

中文介绍正在准备中,下面暂时显示原文。

This mod takes a different approach to completeness. Instead of one block ID per entry, this mod uses NBT data to store as few blocks in registry as possible and stores the textures within said NBT data or use alpha mapping to recreate the look out of existing textures.

This massivly reduces load on the server and client, only needing the memory to generate the textures. We store block color in the block’s NBT and use uv mapping from existing textures. So very little is added to the texture atlas.

At current, this supports:

Vanilla: (crafting tables, bookshelves, cobblestones, gravels, sands)

Create: (casings (metal X wood combos), recipes for millstone and crushing wheels)

Chipped: (non CTM stone blocks, log variants + 2 custom ones with nether woods, planks, compat with dyed wood for the doors)

custom: (dyed wood sets (planks, fences, doors, trapdoors, buttons, and pressure plates), loot table overrides for cobblestones, world gen for gravels, smelting recipes for cobbles)

Macaw’s series: (the entirety of the roofs mod at current)

Mekansim: (recipes for the crusher)

You can define custom woods, metals, stones, and dyes with kubeJS like so (startup script):

NbtCompatEvents.defineWoods(event => {
  event.add('modid:wood', 'modid:wood_planks')
  event.add('modid:wood', 'modid:wood_planks', 'Pretty Name')
  event.remove('minecraft:bamboo')
})

NbtCompatEvents.defineMetals(event => {
  event.add('createmoremachines:netherite_alloy', {
    ingot: 'createmoremachines:netherite_alloy',
    block: 'createmoremachines:netherite_alloy_block', // preferred for trim textures
    nugget: 'createmoremachines:netherite_alloy_nugget',
    name: 'Netherite Alloy'
  })
  // shorthand
  event.add('modid:steel', 'modid:steel_ingot', 'modid:steel_block')
  event.remove('minecraft:gold')
})

NbtCompatEvents.defineStones(event => {
  event.add('mymod:slate', 'mymod:slate_rough', 'Slate')
  event.add('mymod:slate', {
    stone: 'mymod:slate_rough',
    cobble: 'mymod:slate_cobbled', // skip NBT cobble when set
    gravel: 'mymod:slate_gravel',
    sand: 'mymod:slate_sand',
    name: 'Slate'
  })
  event.remove('minecraft:netherrack')
})

NbtCompatEvents.defineDyes(event => {
  event.add('kubejs:neon', 'kubejs:neon_dye', 0xff00aa, 'Neon')
})

You can also edit the recipe generation like in this example. Artisian worktables is optional (server script):

NbtCompatEvents.defineRecipes(event => {
  const hasArtisan = Platform.isLoaded('artisanworktables')

  if (hasArtisan) {
    event.craftingTable()
      .shaped(
        ['AB', 'CA'],
        {
          A: 'wood:planks',
          B: 'artisanworktables:wood_handsaw',
          C: 'minecraft:flint'
        }
      )
  } else {
    event.craftingTable()
      .shaped(['AA', 'AA'], { A: 'wood:planks' })
  }

  const bookshelf = event.bookshelf()
    .shaped(
      ['PPP', 'BBB', 'PPP'],
      {
        P: 'wood:planks',
        B: 'minecraft:book'
      }
    )
  if (hasArtisan) {
    bookshelf.artisan('carpenter').removeCrafting()
  }

  const dyedPlanks = event.dyedPlanks()
    .shaped(
      ['PPP', 'PDP', 'PPP'],
      {
        P: 'wood:planks',
        D: 'dye'
      }
    )
  if (hasArtisan) {
    dyedPlanks
      .artisan('carpenter')
      .tool('#artisanworktables:tools/handsaw', 1)
      .removeCrafting()
  }

  const dyeFurniture = (builder) => {
    if (hasArtisan) {
      builder.artisan('carpenter').removeCrafting()
    }
  }

  dyeFurniture(event.dyedStairs()
    .shaped(['#  ', '## ', '###'], { '#': 'dyed:planks' }))

  dyeFurniture(event.dyedSlab()
    .shaped(['###'], { '#': 'dyed:planks' }))

  dyeFurniture(event.dyedFence()
    .shaped(['W#W', 'W#W'], { W: 'dyed:planks', '#': 'minecraft:stick' }))

  dyeFurniture(event.dyedFenceGate()
    .shaped(['#W#', '#W#'], { W: 'dyed:planks', '#': 'minecraft:stick' }))

  dyeFurniture(event.dyedDoor()
    .shaped(['##', '##', '##'], { '#': 'dyed:planks' }))

  dyeFurniture(event.dyedTrapdoor()
    .shaped(['###', '###'], { '#': 'dyed:planks' }))

  dyeFurniture(event.dyedPressurePlate()
    .shaped(['##'], { '#': 'dyed:planks' }))

  dyeFurniture(event.dyedButton()
    .shaped(['#'], { '#': 'dyed:planks' }))
})

// Hard-coded minecraft:crafting_table / bookshelf → convention tags (include nbtcompat via mod datapack).
ServerEvents.recipes(event => {
  event.replaceInput({}, 'minecraft:crafting_table', '#c:player_workstations/crafting_tables')
  event.replaceInput({}, 'minecraft:bookshelf', '#c:bookshelves')
})

常见问题

NBTcompat 支持哪些 Minecraft 版本?

NBTcompat 支持 Minecraft Java 版 1.21.1,可用的加载器:NeoForge。下载时注意选择和你游戏版本一致的文件。

NBTcompat 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。运行环境:客户端和服务端都要装。

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