INpureCore custom NEI filters

Zelfana

New Member
Jul 29, 2019
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I didn't find any good place to share custom filters for INpureCore's NEI filtering so here is the place now. You are free to share your own filters if you have something else I missed, remember to explain what your filters actually hide. The question is how should this be done, though? The forum doesn't allow uploading .js files so they would have to be uploaded as .txt and renamed afterwards or just posted as text here which you copypaste into the .js file you create yourself. For now, I'll just keep individual filters as text in the post but if you want my whole config you can get it in the attached .zip.

Technical info for beginners:
Scripting guide

The filters are found in INpureProjects/custom_nei_filters. When you add a filter for a mod that doesn't have one yet you need to add it in files Bootstrap.js, custom_nei_filters.cfg and nei_filters.toc. Name the new script file as internalModName.js. The names you need to use for mods and items are the internal names which you can find with F3+H or with NEI Integration if you have it configured to show them. It is advisable to check the metadata of the items you want to hide as well so you won't inadvertly hide other items you want to keep shown.

So here are the filters I have modified. MFR filters I took out completely, I want to see the color variants for things and hiding liquid milk is pointless. AE2 and Mekanism I didn't keep either but that's because I don't have them and I don't know what to do with the filters. You need to add those back manually if you need them.

You are free to use these in a modpack as long as you give credit.

Aroma1997Core; hide the checkerboard box item used by Better Chests to keep adjustable chest contents, not necessary to see even with the Better Chests mod:
Code:
if (FML.isModLoaded("Aroma1997Core") && Aroma1997Core_enabled) {
  NEI.hide("Aroma1997Core:wrenched");
}

BiblioCraft; I wanted to see all the variants for easy reference so this only hides the clipboard technical block, the default config was too broad anyway hiding literally everything that didn't have metadata of 0, BiblioCraft does have some things with metadata that are not just different wood variants:
Code:
if (FML.isModLoaded("BiblioCraft") && BiblioCraft_enabled){
  NEI.hide("BiblioCraft:BiblioClipboard");
}

Botania; only show one type of Wand of the Forest, hide technical blocks and double slabs:
Code:
if (FML.isModLoaded("Botania") && Botania_enabled){
  NEI.override("Botania:twigWand", [0]);

  NEI.hide("Botania:bifrost");
  NEI.hide("Botania:solidVine");
  NEI.hide("Botania:buriedPetals");
  NEI.hide("Botania:fakeAir");
  NEI.hide("Botania:*Slab*Full");
}

CarpentersBlocks; hide bed and door blocks, they have item versions for actual use:
Code:
if (FML.isModLoaded("CarpentersBlocks") && CarpentersBlocks_enabled){
  NEI.hide("CarpentersBlocks:blockCarpentersBed");
  NEI.hide("CarpentersBlocks:blockCarpentersDoor");
}

Chisel; hide top slabs:
Code:
if (FML.isModLoaded("chisel") && chisel_enabled) {
  NEI.hide("chisel:*slab_top");
}

FlatSigns; hide the actual sign block:
Code:
if (FML.isModLoaded("FlatSigns") && FlatSigns_enabled){
  NEI.hide("FlatSigns:blockFlatSign");
}

Mantle; hide test book:
Code:
if (FML.isModLoaded("Mantle") && Mantle_enabled){
  NEI.hide("Mantle:mantleBook");
}

Natura; hide crop and door blocks:
Code:
if (FML.isModLoaded("Natura") && Natura_enabled){
  NEI.hide("Natura:N Crops");
  NEI.hide("Natura:door*");
}

OpenBlocks; only show empty tank:
Code:
if (FML.isModLoaded("OpenBlocks") && OpenBlocks_enabled){
  NEI.override("OpenBlocks:tank", [0]);
}

TConstruct; the default config hides some tool parts but those are actually useful for quick reference for their stats so I changed that and hide battlesign and frying pan technical blocks, full tools, Boneana (whatever this even is) and tool specific creative modifiers (the generic one is kept and it works for all tools):
Code:
if (FML.isModLoaded("TConstruct") && TConstruct_enabled) {
  NEI.hide("TConstruct:HeldItemBlock");
  NEI.hide("TConstruct:BattleSignBlock");

  NEI.hide("TConstruct:pickaxe");
  NEI.hide("TConstruct:shovel");
  NEI.hide("TConstruct:hatchet");
  NEI.hide("TConstruct:broadsword");
  NEI.hide("TConstruct:longsword");
  NEI.hide("TConstruct:rapier");
  NEI.hide("TConstruct:dagger");
  NEI.hide("TConstruct:cutlass");
  NEI.hide("TConstruct:frypan");
  NEI.hide("TConstruct:battlesign");
  NEI.hide("TConstruct:mattock");
  NEI.hide("TConstruct:chisel");
  NEI.hide("TConstruct:lumberaxe");
  NEI.hide("TConstruct:cleaver");
  NEI.hide("TConstruct:scythe");
  NEI.hide("TConstruct:excavator");
  NEI.hide("TConstruct:hammer");
  NEI.hide("TConstruct:battleaxe");
  NEI.hide("TConstruct:Shuriken");
  NEI.hide("TConstruct:ThrowingKnife");
  NEI.hide("TConstruct:Javelin");
  NEI.hide("TConstruct:ShortBow");
  NEI.hide("TConstruct:LongBow");
  NEI.hide("TConstruct:Crossbow");
  NEI.hide("TConstruct:ArrowAmmo");
  NEI.hide("TConstruct:BoltAmmo");

  NEI.hide("TConstruct:Boneana");

  NEI.override("TConstruct:creativeModifier", [0]);
}

TwilightForest; hide spawners, trophy technical block and double slabs:
Code:
if (FML.isModLoaded("TwilightForest") && TwilightForest_enabled) {
  NEI.hide("TwilightForest:tile.TFBossSpawner");
  NEI.hide("TwilightForest:tile.TFTrophy");

  NEI.hide("TwilightForest:*DoubleSlab");
}

vanilla; I changed it to only hide still water and lava and added spawners, the portal and fire blocks are actually useful for creative testing:
Code:
var vanilla_blocks = ["water", "lava", "mob_spawner"];
if (vanilla_enabled) {
  for each(block in vanilla_blocks){
  // Vanilla items and blocks have special handlers.
  NEI.hide("minecraft", block);
  }
}
 

Attachments

  • custom_nei_filters.zip
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Last edited:

DeathOfTime

New Member
Jul 29, 2019
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I might be adding these to my modpack. I am including a altered version of the zip file. It appends your username to the end and contains a text file giving credit and location of this thread.

Is all of that alright? Anything you would prefer I change or not do?

(I am asking in this thread as this is extremely useful information. I think the permissions for using these files might be useful to know. (I know they can be easily made by anyone with the skills by looking at the files provided in inpure core. Copying files and writing them are two vastly different things though, to me at least.))
 

Zelfana

New Member
Jul 29, 2019
813
0
1
Yeah, hi. I was awakened from my slumber.

You can use these and it's fine if you have to modify them. I haven't played modded Minecraft in a long time so things might be slightly outdated. I'll put some clarification in the OP that it is fine to use these giving credit.
 
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