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FAQ
Does it change my pack on its own? No. Nothing is unified until you decide and press Apply, after the preview. A fresh install only analyses.
My pack already unifies with KubeJS. Will it undo my scripts? No. It reads what your scripts decided and offers the same choices; the review warns if it would keep another item. Once those choices are applied, the unification lines of your scripts can be deleted (Modpacks and Multiplayer).
Is it like Almost Unified? Both unify. Material Nexus is built around a screen and a preview: you see every duplicate, every variant left alone and every recipe it would change before anything happens, and you can undo anything. It also writes missing machine recipes and creates missing items. The two can run together (Compatibility).
What happens to items players already have? They become the kept item when the game touches them: dropped, in a container a player opens, in a player's inventory at login. Nothing scans the world.
Can I undo? Yes, at every step: discard what is not applied yet, put choices back to default, revert the last apply, or restore any of the last 20 applied states from the history.
Why is an item not unified with the others of its tag? Select its row: it was left alone, and its card gives the reason (named as a variant, belongs to another material, several items from the same mod, marked as not the same, excluded). Click it to keep it anyway, or, when the reason is only a guess, mark it the same item after all.
Can I edit the generated datapack?
No: config/materialnexus/generated/ is rebuilt on every Apply and hand changes are lost
(Configuration Files). Change what goes into it instead:
your choices in the screen, the files in config/materialnexus/, or the pack's own datapack and
KubeJS scripts, which run after Material Nexus.
Can I use my own textures for created items?
Yes, without touching the generated pack. The simplest: drop
config/materialnexus/textures/<material>_<form>.png and restart, nothing to declare. Also a "texture" on the
entry in items.json, a model in a resource pack, or a template for every material (Created Items).
Why is a recipe "not handled yet"? Its type has no recipe format. Add one (Datapack Guide), or let in-world conversion handle its output.
Does it work on a dedicated server?
Yes, with the decisions made beforehand in singleplayer and shipped in config/materialnexus/. On the
server, the screen is read-only.
Do players need it?
Yes if you created items (and with the same items.json). Otherwise it is needed on the server, and
on clients for the screen, the tooltips and the hiding in JEI or EMI.
Can I put it in my modpack? Yes. No permission needed, public or private, monetised or not. Credit is appreciated, never required.
Fabric? No.
A mod's ingot has no c:ingots/... tag, so recipes refuse it. Do I need a script?
No. Once Material Nexus recognises it (declare its name pattern in the Untagged
forms tab), turn on Add missing tags there and Apply: the item joins c:ingots/<material>
and c:ingots. The review lists every tag added.
One item is tagged as the wrong material (or not tagged at all). Can I fix just that item?
Yes. Shift + right click it in its form to take it out of that form's tag; to add an item, type its
id and the form (tin/ingot) in the Untagged forms tab. Both apply like any change.
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