MoreRequirement Mod Wiki › FAQ
MoreRequirement Mod FAQ
10 questions players actually ask, answered.
How do I start using MoreRequirement conditions in my modpack?
Install the mod alongside Tetra, then open any schematic or effect JSON file in your datapack. Add a `requirements` array to the schematic or effect object, and populate it with condition objects matching the syntax shown in the mod's documentation. Test your conditions in-game at a workstation to verify they trigger correctly.
What's the difference between a schematic requirement and an effect requirement?
Schematic requirements block the entire crafting recipe from being available until conditions are met, while effect requirements only allow specific module effects to be applied. You can use both on the same item—schematics gate access to the recipe, effects gate access to individual upgrades.
How do I require a player to have a specific advancement before crafting?
Use the advancement condition type in your requirement object and reference the advancement's ID (for example, `minecraft:story/root`). The workstation will check if the player has earned that advancement and block crafting if they haven't.
Can I combine multiple conditions so that ALL of them must be true to craft?
Yes—add multiple condition objects to the `requirements` array, and the workstation will enforce all of them simultaneously. If you want to allow crafting when ANY condition is true instead, check your mod version's documentation for OR logic support.
How do I check for nearby blocks or mobs in a radius around the workbench?
Use the proximity condition type and specify the block or mob ID, the radius in blocks, and the minimum count required. The workstation will scan the area around itself and only allow crafting if enough matching blocks or mobs are found.
What happens if a player loses a required condition while crafting—does the recipe break?
Requirements are only checked when the player attempts to craft or apply an effect; they are not monitored during an ongoing craft. Once a recipe starts, losing the condition (like leaving a biome) will not interrupt it, but the player cannot start a new craft until the condition is restored.
Can I require a potion effect with a specific amplifier level?
Yes—the potion effect condition lets you specify the effect ID, minimum amplifier level, and minimum remaining duration in ticks. The workstation will only allow crafting if the player has that effect active at the required strength.
Does MoreRequirement work with other Tetra add-ons or mods?
MoreRequirement is designed as an extension to Tetra and should not conflict with other Tetra add-ons, but compatibility depends on how those add-ons modify schematics or effects. Test your modpack in a development environment to catch any unexpected interactions.
How do I debug why a condition isn't working as expected?
Check your JSON syntax for typos or missing commas, verify that block/biome/mob IDs match your game version's registry, and test each condition individually before combining them. Enable debug logging if available in your mod version to see which conditions are passing or failing.
Can I require the workbench to have a clear view of the sky?
Yes—use the sky access condition, which checks whether the workstation has an unobstructed line to the open sky above. This is useful for creating outdoor-only crafting stations or weather-dependent recipes.