Scalpel is for modpack makers. List the items, blocks and entities you don't want, and Scalpel cuts them out while the game loads, along with their recipes, tags, loot and world generation.
Hiding content still leaves it loaded. Scalpel stops it from loading, so you can add a big decoration or palette mod and only pay for the parts you keep. When you'd rather keep something working and just get it out of sight, Scalpel can hide it instead.
Existing worlds can break. Blocks that are cut from a world that already has them turn into air or placeholders. Set up Scalpel and your rules before a world is created, and treat rule changes like adding or removing a mod.
Needed on both client and server, with the same rules files. Players with different rules can't join, and the log says why.
You write rules in plain text files in config/scalpel/:
redact any examplemod:*
remove any palettemod:*
keep block palettemod:red_bricks
hide item examplemod:creative_*
When rules overlap, the gentler one wins.
Patterns can be exact ids, wildcards like examplemod:*_slab, or regular expressions.
Recipes, tags, loot tables, advancements, world generation, structures, creative tabs, villager trades and JEI / EMI all stop showing or using what you cut. Recipes that used a cut item can be removed or rewritten without it. Hidden content keeps all of that and only disappears from JEI, EMI and the creative tabs.
/scalpel test, /scalpel find and /scalpel explain to check patterns and see what uses an idredact first, and run /scalpel find <id> before switching a rule to remove.Full documentation and source: https://github.com/RinkyDinkyNooble/scalpel