
CyberPunkBln
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[1.12] How to disable some mod recipe files via config file
CyberPunkBln replied to Razor's topic in Modder Support
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 -
[1.12] How to disable some mod recipe files via config file
CyberPunkBln replied to Razor's topic in Modder Support
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:). -
[1.12] How to disable some mod recipe files via config file
CyberPunkBln replied to Razor's topic in Modder Support
Hi, thx but do you know an example or an example-url? -
[1.12] How to disable some mod recipe files via config file
CyberPunkBln replied to Razor's topic in Modder Support
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. -
[1.12] How to disable some mod recipe files via config file
CyberPunkBln replied to Razor's topic in Modder Support
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 -
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
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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
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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?
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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
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Forge 1.12 - The minimal use of an mod api
CyberPunkBln replied to CyberPunkBln's topic in Modder Support
Yes i will only pull out water from the raincollector. At the moment i use the cauldron. -
Forge 1.12 - The minimal use of an mod api
CyberPunkBln replied to CyberPunkBln's topic in Modder Support
Ah i understand so i must find all TileEntitys that has an IFluidHandler and interact with them TitleEntity? -
Forge 1.12 - The minimal use of an mod api
CyberPunkBln replied to CyberPunkBln's topic in Modder Support
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? -
Forge 1.12 - The minimal use of an mod api
CyberPunkBln replied to CyberPunkBln's topic in Modder Support
Do you have a tip how i can receive the depencies informations? I found nothing with google for the right lines for 1.12. -
Forge 1.12 - The minimal use of an mod api
CyberPunkBln replied to CyberPunkBln's topic in Modder Support
I have cleaned the Cache for a fresh start. Now i try to use the Forestry Repo. -
Forge 1.12 - The minimal use of an mod api
CyberPunkBln replied to CyberPunkBln's topic in Modder Support
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?