Modded worlds grow duplicates the way stone grows moss. Boats, planks, tools—same idea, different mods, different IDs. Functionally identical, mechanically divided. This mod exists to dissolve that friction.
It lets you define shapeless item transformation recipes that convert one item into another based purely on identifiers. No overrides. No hard replacements. Just clean, intentional translation between equivalent items.
Mods that override vanilla mechanics such as TerraFirmaCraft benefit most from Pearity, especially if other mods are present that require vanilla blocks in their recipes.
Spoiler
At its simplest, you can define a direct conversion:
minecraft:oak_boat -> tfc:wood/boat/oak
With this rule, a vanilla oak boat can be crafted directly into its TerraFirmaCraft counterpart.
Need true interchangeability? Use a bidirectional rule:
minecraft:oak_boat <-> tfc:wood/boat/oak
Now the transformation works both ways. Neither item is privileged.
Where the mod truly opens up is pattern-based matching. Two wildcards are supported:
? : a match wildcard that captures variable parts of an ID
- : a broad wildcard that matches across namespaces or paths
For example:
minecraft:?_boat <-> tfc:wood/boat/? This single rule links every vanilla boat variant (oak, birch, spruce, and more) to its corresponding TFC version. Think of it like "Match ids minecraft:something_boat with tfc:wood/boat/something"
Push it further:
:?_boat <-> tfc:wood/boat/? Now any conventionally named boat from any mod (namespace) becomes interchangeable with its TFC equivalent. Notice how "" can be replaced with anything, but "?" have to match.
Keep in mind these are just examples. You can always match any two item IDs, creating progression-breaking recipes. For example, this:
minecraft:dirt -> minecraft:diamond Self explanatory
or this:
minecraft:egg -> create:* Now you can automate the entire create catalog by having a single chicken
or a slightly more sensible one like this:
minecraft:_sapling -> minecraft:_sapling You can now technically begin with any sapling and grow any tree
All recipe generation rules are managed in-game through a dedicated GUI, accessible via a configurable hotkey (Insert by default). Recipe generation rules can be added, edited, or removed live, without restarting the world or server. Ideal for rapid iteration while building or tuning a modpack.
Project members

mericarici275
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