This mod takes a different approach to completeness. Instead of one block ID per entry, this mod uses NBT data to store as few blocks in registry as possible and stores the textures within said NBT data or use alpha mapping to recreate the look out of existing textures.
This massivly reduces load on the server and client, only needing the memory to generate the textures. We store block color in the block's NBT and use uv mapping from existing textures. So very little is added to the texture atlas.
At current, this supports:
Vanilla: (crafting tables, bookshelves, cobblestones, gravels, sands)
Create: (casings (metal X wood combos), recipes for millstone and crushing wheels)
Chipped: (non CTM stone blocks, log variants + 2 custom ones with nether woods, planks, compat with dyed wood for the doors)
custom: (dyed wood sets (planks, fences, doors, trapdoors, buttons, and pressure plates), loot table overrides for cobblestones, world gen for gravels, smelting recipes for cobbles)
Macaw's series: (the entirety of the roofs mod at current)
Mekansim: (recipes for the crusher)
You can define custom woods, metals, stones, and dyes with kubeJS like so (startup script):
NbtCompatEvents.defineWoods(event => {
event.add('modid:wood', 'modid:wood_planks')
event.add('modid:wood', 'modid:wood_planks', 'Pretty Name')
event.remove('minecraft:bamboo')
})
NbtCompatEvents.defineMetals(event => {
event.add('createmoremachines:netherite_alloy', {
ingot: 'createmoremachines:netherite_alloy',
block: 'createmoremachines:netherite_alloy_block', // preferred for trim textures
nugget: 'createmoremachines:netherite_alloy_nugget',
name: 'Netherite Alloy'
})
// shorthand
event.add('modid:steel', 'modid:steel_ingot', 'modid:steel_block')
event.remove('minecraft:gold')
})
NbtCompatEvents.defineStones(event => {
event.add('mymod:slate', 'mymod:slate_rough', 'Slate')
event.add('mymod:slate', {
stone: 'mymod:slate_rough',
cobble: 'mymod:slate_cobbled', // skip NBT cobble when set
gravel: 'mymod:slate_gravel',
sand: 'mymod:slate_sand',
name: 'Slate'
})
event.remove('minecraft:netherrack')
})
NbtCompatEvents.defineDyes(event => {
event.add('kubejs:neon', 'kubejs:neon_dye', 0xff00aa, 'Neon')
})
You can also edit the recipe generation like in this example. Artisian worktables is optional (server script):
NbtCompatEvents.defineRecipes(event => {
const hasArtisan = Platform.isLoaded('artisanworktables')
if (hasArtisan) {
event.craftingTable()
.shaped(
['AB', 'CA'],
{
A: 'wood:planks',
B: 'artisanworktables:wood_handsaw',
C: 'minecraft:flint'
}
)
} else {
event.craftingTable()
.shaped(['AA', 'AA'], { A: 'wood:planks' })
}
const bookshelf = event.bookshelf()
.shaped(
['PPP', 'BBB', 'PPP'],
{
P: 'wood:planks',
B: 'minecraft:book'
}
)
if (hasArtisan) {
bookshelf.artisan('carpenter').removeCrafting()
}
const dyedPlanks = event.dyedPlanks()
.shaped(
['PPP', 'PDP', 'PPP'],
{
P: 'wood:planks',
D: 'dye'
}
)
if (hasArtisan) {
dyedPlanks
.artisan('carpenter')
.tool('#artisanworktables:tools/handsaw', 1)
.removeCrafting()
}
const dyeFurniture = (builder) => {
if (hasArtisan) {
builder.artisan('carpenter').removeCrafting()
}
}
dyeFurniture(event.dyedStairs()
.shaped(['# ', '## ', '###'], { '#': 'dyed:planks' }))
dyeFurniture(event.dyedSlab()
.shaped(['###'], { '#': 'dyed:planks' }))
dyeFurniture(event.dyedFence()
.shaped(['W#W', 'W#W'], { W: 'dyed:planks', '#': 'minecraft:stick' }))
dyeFurniture(event.dyedFenceGate()
.shaped(['#W#', '#W#'], { W: 'dyed:planks', '#': 'minecraft:stick' }))
dyeFurniture(event.dyedDoor()
.shaped(['##', '##', '##'], { '#': 'dyed:planks' }))
dyeFurniture(event.dyedTrapdoor()
.shaped(['###', '###'], { '#': 'dyed:planks' }))
dyeFurniture(event.dyedPressurePlate()
.shaped(['##'], { '#': 'dyed:planks' }))
dyeFurniture(event.dyedButton()
.shaped(['#'], { '#': 'dyed:planks' }))
})
// Hard-coded minecraft:crafting_table / bookshelf → convention tags (include nbtcompat via mod datapack).
ServerEvents.recipes(event => {
event.replaceInput({}, 'minecraft:crafting_table', '#c:player_workstations/crafting_tables')
event.replaceInput({}, 'minecraft:bookshelf', '#c:bookshelves')
})

