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Modpacks and Multiplayer

Theo edited this page Oct 13, 2026 · 4 revisions

Modpacks and Multiplayer

Who decides

Deciding is done in singleplayer or on a world opened to LAN, by an operator. On a dedicated server the screen opens read-only: you can browse materials and the preview, not apply. Applying reloads the server's data and rewrites files, which is a pack-building step, not a live-server one.

What to ship

Ship config/materialnexus/ with the pack, at least:

  • policies/: your decisions;
  • generated/: the datapack the pack plays with;
  • items.json, if you created items.

The history and the report are not needed. created_items/ is rebuilt at startup.

Clients

Material Nexus is needed on the server. On clients it adds the screen, the tooltips and the hiding of alternatives in JEI or EMI. If you created items, it is required on clients too, with the same items.json: the items are registered at startup on both sides, and a mismatch stops players from joining.

A pack that already unifies with scripts

Material Nexus can be added to a pack whose KubeJS scripts already unify by hand. It reads what the scripts changed when the game loads: tag entries they removed or added, and recipes they replaced, removed or created. From that it works out which item the scripts keep for each material and form. Nothing is applied on its own:

  1. Install it, scripts untouched. The Overview says how many forms your scripts already decide, and how many differ from what Material Nexus would keep.
  2. Open Scripts, and Keep all (or Keep this choice row by row). Each one is a choice to apply, like any other. The review warns about every form where Material Nexus would still keep another item than your scripts.
  3. Apply. Those forms show as recorded: their decision now lives in your settings.
  4. Delete the unification lines of your scripts (each row says where: seen in unify.js:12, when the item id is written in full) and /reload. Nothing changes in game: Material Nexus now does it.

Recipes your scripts create (not unification) stay in your scripts; /materials report lists them with their file and line when KubeJS records it. Without KubeJS, tag changes are still read; recipe changes are not.

Updating the pack

After adding or removing mods, open the screen in singleplayer: new duplicates show as to decide, choices naming items that disappeared are flagged as ignored. Decide, preview, apply, and ship the folder again.

Permissions

The screen and /materials need permission level 2 (operators). Every request is checked again by the server; holding the Nexus Terminal grants nothing. See Commands and Permissions.

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