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CyberPunkBln

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  1. Hello, completly fail at my side. Now i have the IConditionFactory ready but are completly useless why i can only deactivate ore activate the hole recipe and do this only for a clean minecraft-log :). That is only what i have found https://gist.github.com/LexManos/2a11d4f7aa9d680d861dae4faf9dcfa6 thats an inspiration, but i can only say what Ingredient should it be when a mod is present, but when i have 2 mods and what use of both mod-ingredients in my multi-recipe. but if when i have no mod, can i use Ingredient.EMPTY with constants? Fuuh good old times, before 1.12 i have an Condition for GameRegistry:) ;). ps: I think my big big problem is that thermalfoundation and industrialforgoing will make her Rubber-Products not as ore.itemPlastic, then i would have no problems
  2. Hi, nevertheless thx, nevertheless i can sniff some ideas. so i have grabed github and no one use this so as i need it, but at the moment i use my mod in my own modpack and there are all two mods. Hopefully a guy foudn this thread there have made this too in her mod:).
  3. Hi, thx but do you know an example or an example-url?
  4. Ah okay, but how can i make an item-recipe that use and OR-Condition? Can i only make an JSON-Recipe for an item that binded on one Condition? When i use conditions in the top-level object how can i say to forge use 2 possible ingredients when both mods are present, use 1 possible ingredient when only 1 mod are present or ignore the recipe when non mod are present? I will bind the IConditionFacrory to an true boolean if the Config says Yes and the Mod are present. (Yes i know not perfectly my code but how i say i code with system.out.println it is importent for me:)). I will try to love the new JSON-Recipe System, i hope you can forgive me if you see that i cannot good handle with JSON-Logik but i learn every second:). If-Conditions are in my blood, but i understand that the json-system is not only performance technically good its prefend bugs and error before i can made an item in minecraft.
  5. Hello, i have some additional questions to the condition system. 1. When i use System.out.println in IConditionFactory must it be shown in the console output? 2. Is it possible to call an condition everywhere in the json-recipe like so: { "type": "minecraft:crafting_shaped", "pattern": [ " C ", "C C", "CCC" ], "key": { "C": [ { "type": "forge:ore_dict", "ore": "itemRubber" }, { "conditions": [ { "type" : "mod_loaded", "mod" : "thermalfoundation" } ], "item": "thermalfoundation:material", "data": 832 } ] }, "result": { "item": "schopcraft:enh_canteen", "data": 0, "nbt": { "canteen_type": 0 } } } I cannot confirm this why i don't receive an console output from my variables that i combine and mix in my IConditionFactory-Class and the json interpreter says that ingredient are not exists. { "conditions": { "mod_allowed" : "net.test.config.ConditionFactoryModExists" } } And now my crappy IConditionFActory-Class: public class ConditionFactoryModExists implements IConditionFactory { @Override public BooleanSupplier parse(JsonContext context, JsonObject json) { // Loader.isModLoaded("Railcraft"); String key = JsonUtils.getString(json , "mod"); boolean value = JsonUtils.getBoolean(json , "value", true); //return () -> ApiUtils.isExistingOreName(key) == value; System.out.println ("Condition Key:" + key); return () -> Loader.isModLoaded(key); } } Yes i know crappy but without an system.out.println i don't have the ability to bugfix oldscool and when the triggering an factory not show an console ouput i have only an error-free json-parser output and then i must test with mod and without if it functioned. thx
  6. I have it "ingredients": [ [ { "item": "minecraft:1", "data": 0 }, { "item": "minecraft:2", "data": 0 }, ], [ { "item": "minecraft:3", "data": 0 }, { "item": "minecraft:4", "data": 0 } ] ], thx great problem solved
  7. ah okay i have looked in the 1.12.jar and have an example-recipe for testing, but that is difference the shapeless logic but i hope i can convert shaped to shapeless
  8. Ah i understand. I have think that i must made every recipes/item in a root-array but now i understand i must it make as an ingredient-array like so,as an crappy example: "type": "minecraft:crafting_shapeless", "ingredients": [ { [ "item": "minecraft:somewhat0", "data": 0 ], [ "item": "minecraft:somewhat1", "data": 0 ] }, { [ "item": "minecraft:somewhat2", "data": 0 ], [ "item": "minecraft:somewhat3", "data": 0 ] } first recipe somewhat0+somewhat1 or the other somewhat2+somewhat3 right?
  9. Hello, i have read that i must make more than one recipe, when i want wildcard metadate in json-recipes. But how can i made an JSON Recipe for multiple Recipes? Or are JSON-Recipes only for one receipe for one item. Must i use the Gameregistry for that reason or can i do that with JSON-Recipes? thx
  10. Yes i will only pull out water from the raincollector. At the moment i use the cauldron.
  11. Ah i understand so i must find all TileEntitys that has an IFluidHandler and interact with them TitleEntity?
  12. Yes thx a good Overview. Now i gradle load the forestry-api. Now i can look in the api, where i can get the block raincollector:). Hmm i think about the fact, that i must code for every mod that brings an tank with, give it no forge special dictonary for tanks that hold water as an fluid? An tank dictonary?
  13. Do you have a tip how i can receive the depencies informations? I found nothing with google for the right lines for 1.12.
  14. I have cleaned the Cache for a fresh start. Now i try to use the Forestry Repo.
  15. Cool i have set this in my build.gradle repositories { maven { name 'Forestry Repo' url "http://maven.ic2.player.to/" } } And after a setupDecompWorkspace i have the api in my build dir, wonderful. Now can dive deep in the forestry api, fuh:) very complex things there for an right click on an raincollector:). thx Sorry was my own copy of forestry in the build folder oh ... but he has definitivly download something after running ... was this the right build.gradle options?
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