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Tetra_data_kubejs Mod FAQ

10 questions players actually ask, answered.

Where do I put my KubeJS scripts for Tetra?
Place all your Tetra data scripts in the `kubejs/server_scripts` folder alongside any other server-side KubeJS scripts. The mod will automatically scan and queue them when the world loads.
How do I apply my script changes to the world?
Run `/hp_tetra_data_kubejs apply` or `/reload` in your world to inject the staged Tetra data and test your new content immediately.
What's the difference between a material, a part, and a schematic?
A material defines the base stats and properties of gear (like durability and damage); a part is a physical piece of a tool or weapon that uses that material; a schematic teaches a workbench how to craft or attach parts together.
Can I add improvements to existing Tetra gear or only custom gear?
You can add custom improvements to both existing Tetra gear and your own custom-registered parts—improvements are defined separately and can target any compatible gear slot.
Do I need to restart my world every time I edit a script?
No, you can edit your scripts and run `/reload` or `/hp_tetra_data_kubejs apply` to test changes without restarting, though a full world restart is recommended after major changes.
What does 'queuing' mean in the context of this mod?
Queuing stages your script changes in memory before they're injected into Tetra's data system; the `/hp_tetra_data_kubejs apply` command flushes the queue and makes all changes active.
Will this mod work with other KubeJS mods?
Yes, Tetra_data_kubejs is designed to work alongside other KubeJS addons—place all scripts in `kubejs/server_scripts` and they'll load together, though you should avoid conflicting registrations.
What are 'effects' and 'slots' in the code completion?
Effects are special properties or enchantments that gear can have; slots are the attachment points on tools and weapons where parts fit together—both are provided as autocomplete helpers to prevent typos.
Can I use this mod on a multiplayer server?
Yes, the mod works on servers—place scripts in the server's `kubejs/server_scripts` folder and run the apply command on the server to sync custom Tetra content to all players.
What happens if my script has a syntax error?
The script will fail to queue and you'll see an error message in the logs; check your KubeJS script syntax and use the provided code completion helpers to avoid mistakes, then run `/reload` to retry.