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Wildcard Expansion

Wildcard patterns let you remap entire families of IDs with a single entry. Instead of writing one remap per item, use * to match multiple IDs at once.

How It Works

The * character matches one or more characters in the path portion of a namespaced ID. When RemapIDs encounters a wildcard pattern, it expands it against all known registry IDs at load time.

  • Both source and target must contain *, or neither
  • The text captured by * in the source is substituted into the * position in the target
  • Expansion occurs against IDs that exist in the current game registries
Source PatternTarget PatternMatches
iceandfire:silver_*thermal:silver_*silver_ingot, silver_nugget, silver_block, etc.
oldmod:*newmod:*All IDs in the oldmod namespace

Configuration

{
"remaps": [
{
"source": "iceandfire:silver_*",
"target": "thermal:silver_*",
"types": ["item", "block"]
}
]
}

This expands to individual remaps for every matching ID:

  • iceandfire:silver_ingotthermal:silver_ingot
  • iceandfire:silver_nuggetthermal:silver_nugget
  • iceandfire:silver_blockthermal:silver_block
  • ...and so on for every iceandfire:silver_* ID in the registry

Example: Remap All Items from a Removed Mod

You removed coppermod and want all its items to redirect to vanilla copper equivalents that share the same names:

{
"remaps": [
{
"source": "coppermod:copper_*",
"target": "minecraft:copper_*",
"types": ["item"]
}
]
}

Migrating silver items from Ice and Fire to Thermal:

{
"remaps": [
{
"source": "iceandfire:silver_*",
"target": "thermal:silver_*",
"types": ["item", "block"]
}
]
}
warning

Wildcard expansion is performed against IDs that exist in the current game registries. If a source ID only exists in saved world data (because the original mod was removed), it won't be matched by wildcards. Use explicit source/target pairs for removed mod migration.

note

If a wildcard pattern matches no known IDs, RemapIDs logs a warning. Double-check your namespace spelling and ensure the source mod is loaded.


Next Steps