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Emendatus Enigmatica Mod — Guide

Getting Started

To begin using Emendatus Enigmatica, the mod must be run at least once to generate the necessary configuration structure. After the initial launch, navigate to the config/emendatusenigmatica folder. You will find several sub-folders used for different aspects of the mod:

  • Material: Used to register new materials (e.g., Copper, Lead, Silver) and define their properties.
  • Strata: Used to register stone types (e.g., Granite, Slate) that ores will generate inside of.
  • Deposit: Used to configure world generation features, combining Materials and Strata into ore veins.
  • Compat: Used to define machine-specific inputs and outputs for mods like Thermal Expansion and Create.

All data generation, including textures and models, occurs the next time the game is launched after these JSON files are created or modified.

Materials and Processed Types

Materials are the core of the mod. Each material is defined by a JSON file that specifies its ID, source (vanilla or modded), and the types of items/blocks it should generate.

Supported Processed Types

EE can generate a wide variety of items and blocks for any registered material. These are categorized by their primary mod compatibility:

Category Processed Types
General storage_block, ingot, gem, ore, raw, nugget, dust, plate, gear, rod, fluid, cluster
Equipment sword, pickaxe, axe, shovel, hoe, paxel, helmet, chestplate, leggings, boots, shield
Mekanism infuse_type, gas, slurry, crystal, shard, clump, dirty_dust
Create crushed_ore

Material Properties

Developers can define specific behaviors for each material: * Harvest Level: Determines the tool tier required (0: Wood to 4: Netherite). * Burnable: If enabled, the material can be used as furnace fuel with a custom burnTime. * Oxidization: Allows storage blocks to weather over time, similar to vanilla Copper. This includes 4 stages of decay that can be waxed or scraped. * Emissive Ores: If enabled, the ore blocks will glow in the dark.

The Strata System

Strata are the background blocks that ores generate within. By defining a Stratum, EE can automatically create an ore variant for every material that has the ore processed type. For example, if you define "Granite" as a Stratum, EE will generate "Granite Copper Ore," "Granite Iron Ore," etc.

Strata Configuration Fields: * baseTexture: The resource location of the stone texture (e.g., minecraft:block/granite). * fillerType: The block that the ore replaces during world generation. * hardness/resistance: The mining difficulty of the resulting ore block. * sample: If true, the stratum can be used for surface ore samples.

World Generation: Deposits

Deposits define how ores are placed in the world. EE supports five distinct deposit types, allowing for highly realistic or fantastical ore distribution.

Deposit Type Description
Vanilla Standard cluster-based generation similar to vanilla coal or iron.
Sphere Generates large spherical clusters of ore, often used for rare materials.
Geode Creates hollow or solid geodes with an outer shell, inner layer, and optional clusters/filling.
Dense Large, high-concentration veins that are significantly bigger than vanilla clusters.
Dike Tall, vertical pillar-like formations that can span multiple Y-levels.

Placement Options: * Uniform: Even distribution across the specified height range. * Triangle: Favors the center of the height range (e.g., more ore at Y=0, less at Y=64 and Y=-64). * Surface Samples: Deposits can be configured to spawn small "sample" blocks on the surface directly above the vein to guide players.

Mechanics: Gases and Fluids

For materials with the gas or fluid processed types, EE provides deep configuration options, particularly for Mekanism users.

Gas Properties

  • Fuel: Gases can be marked as burnable, with defined burnTicks and energyDensity for use in Gas-Burning Generators.
  • Radioactivity: Gases can be made radioactive, emitting a specific amount of radiation (measured in Sv/h).
  • Coolant: Gases can act as coolants for reactors, with defined thermalEnthalpy (energy storage) and conductivity (heat transfer rate).

Tinting System

EE uses a sophisticated tinting system to generate textures. By providing a single hexadecimal color in the Material Color module, the mod will automatically color fluids, buckets, gases, and item textures. This ensures a consistent look across all processed types without requiring hundreds of manual texture files.

Tools and Armor

When a material is registered with tool or armor types, EE generates the corresponding items with customizable stats.

Tool Stats

Tool power is calculated using a base value plus a modifier: * Attack Damage: Base Damage + Modifier + 1. * Efficiency: Base Efficiency + Speed Modifier. * Durability: Defined as a flat integer.

Armor Set Bonuses

EE allows for the creation of full-set bonuses. When a player wears a complete set of armor (Helmet, Chestplate, Leggings, and Boots), they can receive specific status effects.

Property Description
effect The registry ID of the potion effect (e.g., minecraft:speed).
level The amplifier level of the effect.
showParticles Whether the effect displays particles around the player.
showIcon Whether the effect icon appears in the HUD.