Описание
# Replication Extended Registry – Data & scripting
This mod ships **built-in matter value recipes** (Replication) for many mods and provides an **external scripting system** to register or override matter values without editing the mod.
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## Built-in matter values (datapack)
Under `data/rep_ext_reg/recipe/matter_values/items/` the mod includes matter value definitions grouped by mod. These are standard Replication `replication:matter_value` recipes and are loaded with the game.
### Mods included
- Actually Additions
- Advanced AE
- Applied Energistics
- Applied Flux
- Applied Mekanistics
- Aquaculture
- Ars Nouveau
- Bumblezone
- Cataclysm
- Corail Tombstone
- Create
- Deeper Darker
- Draconic Evolution
- Ender IO
- Evilcraft
- Extended AE2
- Hostile Network
- Ice and Fire
- Immersive Engineering
- Industrial Foregoing
- Just Dire Things
- Mahoutsukai
- Megacells
- Mekanism
- Mekanism Generator
- MIFA
- Oritech
- Pneumaticcraft
- Powah
- Productive Bees
- Reliquary
- Roots Classic
- Sophisticated Backpack
- Supplementaries
- Synergy
- XNet
- Xycraft
*(Folder names under `matter_values/items/` use snake_case (e.g. `ars_nouveau`, `deeper_darker`).)*
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## Scripting system (external scripts)
Besides the built-in data, **rep_ext_reg** can load **register scripts** from a configurable folder. Those scripts are JSON files that assign matter values to items (or item tags) and are applied **after** Replication’s calculation, so you can add or override values without changing the mod or the datapack.
- **Path:** Set in mod config → **dev → externalScriptsPath**. Default: `kubejs/external_scripts/rep_ext_reg`.
- **Format:** Each JSON file must have `"type": "rep_ext_reg"`, optional `"aggressive"` (override existing values), and an `"entries"` array. Each entry has:
- **`res`:** list of item IDs (`"minecraft:tnt"`) and/or tags with `#` (`"#c:ingots/lead"`). Multiple IDs in one entry share the same matter definition.
- **`mat`:** list of matter type → amount, e.g. `[{"replication:earth": 10}]`.
- **When:** Scripts are loaded on server start and on `/reload`; values are injected once Replication has finished its matter calculation.
When the scripts folder is created (or when the mod runs), it **auto-generates a README** in that folder with the full format description and examples. Create the folder, run the game once, and use the generated `README.md` there as reference.