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Found 9 results

  1. (Note: I am reiterating what I said in my previous post to reach a broader amount of people and hopefully find a solution quicker). I have been trying to add a weapon to the game though I am finding it difficult as the code I have followed from the tutorial uses a recipe, among other things. I am not wanting to use these as I want the weapon to be found in structures. public static final Tier DAMAGED_WAR_AXE = TierSortingRegistry.registerTier( new ForgeTier(1, 175, 5f, 4.0F, 1.5F, ModTags.Blocks.NEEDS_X_TOOL, () -> Ingredient.of(ModItems.X.get())), new ResourceLocation(DroidsAncientRelics.MOD_ID, "x"), List.of(Tiers.X), List.of()); This is what the code looks like, I have used X's to replace what may/may not be needed or what is yet to be used. I am looking for some advice or/and fixed code.
  2. I have a server that I own with my friend (we use a third-party server site like Akliz), and we play Cottage Witch on there, specifically version 1.16.6 as that's the newest version our server provider can support. We're having a great time, but we noticed a big issue: we can't make wool out of string. We have SO much string, but wool is trickier for us to get. Normally, on every other version of Minecraft we've played, we've been able to make wool from string. I even play a slightly older version of the modpack (1.16.0), and I'm able to make wool out of string and even string out of wool. However, in 1.16.6, we can't. I've looked through all of the mods I could think of (anything with tweak or craft in the name as well as the Create mod, JEI, farmers' mods, etc.), but I can't find anything that might be overriding the recipe. Is there something I'm missing? The recipe won't work with four pieces or even nine pieces of string. I've looked online for any sort of suggestions from someone else who might have a similar issue, but their issues were other mods that aren't in the Cottage Witch modpack. Any suggestions would be appreciated! Thank you. I just want to make the game enjoyable and relaxing for my friend, and this string/wool issue is getting really annoying in our adventures. I appreciate any tips or ideas. Thanks in advanced!
  3. For a while now I have been following a tutorial on YouTube for DataGen that I am using for my mod. I have come across an error that I wanted to check on here before acting on anything that could mess up my progress. The error is as follows: Caused by: java.lang.IllegalStateException: No way of obtaining recipe droidsancientrelics:lemon_juice Curiously, It has worked fine with the "orange_juice" item but not the "lemon_juice," even though their code is the same. I am basically just reposting the same thing as before, though I am yet to get a reply. Video link for reference. PLEASE HELP!!!!
  4. I have been following a tutorial for DataGen for my Minecraft Mod and I have come across an error. Caused by: java.lang.IllegalStateException: No way of obtaining recipe droidsancientrelics:lemon_juice I am not sure why this has happened for the Lemon Juice specifically, as no error is present for the Orange Juice even though the code is the same. I thought I would make a post before acting on anything in case I would create unnecessary work for myself, though I know that a possible outcome would be to go to an earlier version of the mod where the data files are still separate and go from there. Video link for reference.
  5. Getting back into modding, the last time I seriously modded was almost 6 years ago. I'm pretty rusty and a lot has changed. What I'm trying to do right now is right a method that can remove an item's recipe using only said item's ResourceLocation as an input. From what I've gathered from older examples online it seems like the preferred method to do this involves using a DummyRecipe as that breaks the least amount of stuff (such as achievements related to a given item). The problem I'm having is that most of these examples are quite dated, usually being for 1.12. It seems that enough of the methods have changed for 1.18.2 forge that the implementation will be quite different, and that is what I'm struggling with so right now. The basic concepts are still the same, but some of the classes I need to reference and what methods are where on said classes has been swapped around, and its giving me trouble. I'm sure I could figure it out after a few days, but I figured it would make sense to ask for help as that may expedite the process. Thanks in advance.
  6. I have been following this tutorial for my mod, though I am wondering how I add multiple items in the ModRecipeProvider class. ShapelessRecipeBuilder.shapeless(RecipeCategory.MISC, ModItems.LEMON_JUICE.get(), 4) .requires(ModItems.LEMON.get()) .save(pWriter); I am wanting to add the Glass Bottle to the recipe though I am not sure how. (As seen in the .json file below). { "category": "misc", "ingredients": [ { "item": "droidsancientrelics:lemon" }, { "item": "minecraft:glass_bottle" }, { "item": "minecraft:glass_bottle" }, { "item": "minecraft:glass_bottle" }, { "item": "minecraft:glass_bottle" } ], "result": { "count": 4, "item": "droidsancientrelics:lemon_juice" }, "type": "minecraft:crafting_shapeless" } Would this be easy to perform?
  7. I'm somewhat of a beginner at forge and I'm trying to add custom recipe types to my mod. I've been trying to adapt the solution from https://www.youtube.com/watch?v=IOFbegpYY0k and update it to 1.20.2 with the help of the forge docs without success. Does anyone know anything about creating such behaviour? Any help would be appreciated. My recipe is a simple recipe similar to the legacy smithing recipe, heres a JSON example (the "//" will be replaced with some items): { "type": "magic_overhaul:rune_inscribing", "base": { "item": "//base item" }, "template": { "item": "//template item" }, "output": { "count": 1, "item": "//output item" } } What I'm interested most is how to implement the RecipeSerializer and RecipeType classes within my Recipe class. Here's my current RecipeSerializer: Here's the RecipeType: Please comment if you need any more code fragments.
  8. In 1.19.2 and prior to that, it was possible to create a smelting recipe that produced a stack of more than one result item (e.g. 1 dirt smelts to 2 diamonds) by using the following in the recipe JSON: "result": { "item": "minecraft:diamond", "count": 2 }, This was added by forge, it is not vanilla behaviour (in vanilla you can only say "result": "minecraft:diamond"). After updating to 1.20.2, the above method does not work, and when parsing the JSON file it gives this error: Not a string: {"item":"minecraft:diamond","count":2} I assume this means it is looking for just the string "minecraft:diamond", the only behaviour allowed in vanilla, rather than JSON object that forge used to allow. Is there a new way to replicate the old behaviour in 1.20.2?
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