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
burnTicksandenergyDensityfor 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) andconductivity(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. |