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Need feedback on how I should implement my 'recipe'


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Hey all,

A little bit of context first: I'm trying to implement the Materia system from Final Fantasy 7. Basically the player can equip and combine items, that can result in some effect. I already have the effects in place (Each effect is a class which implements certain interfaces, that I defined previously), but now I would like to have some sort of 'crafting' system for the effects. I need a mapping, that maps up to 4 items to an effect.
Short example to clear things up: I have the FireMateria and the AreaMateria. Equipping the FireMateria on a pick will result in an autosmelt, while the AreaMateria will increase the amount of mined blocks (like TC hammer). Combining these 2 materias will result in a hammer-like mining with autosmelt. For each of these effect I have seperate classes (FireEffect, AreaEffect, FireAreaEffect) These are necessary, because some effects will be more abstract then just an autosmelt

Should I write my own recipe type or can those only map items to a resulting item? If a recipe type is not the answer, what could I do instead? Some kind of HashMap<customKey, Effect>? I just need some general direction and maybe some example code (for a custom recipe type) that I could analyze :)

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this is the best example code I've found for custom recipes.   and no. custom recipes are not locked to items.  it's not to hard to pull a string out of the json object.  those can easily be turned into a resource location or whatever else you need. 

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    • public enum ModArmorMaterial implements IArmorMaterial { ARGENTITE(Alcamod.ModID + ":argentite", 40, new int[] { 3, 6, 8, 3 }, 12, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 3.5F, 0.15F, () -> { return Ingredient.fromItems(ModItems.ARGENTITE_INGOT.get()); }), AZURITE(Alcamod.ModID + ":azurite", 45, new int[] { 3, 6, 8, 3 }, 10, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 3.7F, 0.16F, () -> { return Ingredient.fromItems(ModItems.AZURITE_INGOT.get()); }), EMATITE(Alcamod.ModID + ":ematite", 50, new int[] { 3, 6, 8, 3 }, 8, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 4.0F, 0.17F, () -> { return Ingredient.fromItems(ModItems.EMATITE_INGOT.get()); }), BARITE(Alcamod.ModID + ":barite", 60, new int[] { 3, 6, 8, 3 }, 6, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 4.2F, 0.19F, () -> { return Ingredient.fromItems(ModItems.BARITE_INGOT.get()); }), UNPOWERED_NETHER_STAR(Alcamod.ModID + ":unpowered_nether_star", 70, new int[] { 3, 6, 8, 3 }, 6, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 4.0F, 0.21F, () -> { return Ingredient.fromItems(Items.NETHER_STAR.getItem()); }), NETHER_STAR(Alcamod.ModID + ":nether_star", 80, new int[] { 3, 6, 8, 3 }, 2, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 5.0F, 0.35F, () -> { return Ingredient.fromItems(ModItems.POWERED_NETHER_STAR.get()); }), INVERTED_NETHER_STAR(Alcamod.ModID + ":inverted_nether_star", 100, new int[] { 3, 6, 8, 3 }, 2, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 6.0F, 0.60F, () -> { return Ingredient.fromItems(ModItems.INVERTED_NETHER_STAR.get()); }); private static final int[] MAX_DAMAGE_ARRAY = new int[] { 11, 16, 15, 13 }; private final String name; private final int maxDamageFactor; private final int[] damageReductionAmountArray; private final int enchantability; private final SoundEvent soundEvent; private final float toughness; private final float knockBackResistance; private final Supplier<Ingredient> repairMaterial; ModArmorMaterial(String name, int maxDamageFactor, int[] damageReductionAmountArray, int enchantability, SoundEvent soundEvent, float toughness, float knockbackResistance, Supplier<Ingredient> repairMaterial) { this.name = name; this.maxDamageFactor = maxDamageFactor; this.damageReductionAmountArray = damageReductionAmountArray; this.enchantability = enchantability; this.soundEvent = soundEvent; this.toughness = toughness; this.repairMaterial = repairMaterial; this.knockBackResistance = knockbackResistance; } @Override public int getDurability(EquipmentSlotType slotIn) { return MAX_DAMAGE_ARRAY[slotIn.getIndex()] * this.maxDamageFactor; } @Override public int getDamageReductionAmount(EquipmentSlotType slotIn) { return this.damageReductionAmountArray[slotIn.getIndex()]; } @Override public int getEnchantability() { return this.enchantability; } @Override public SoundEvent getSoundEvent() { return this.soundEvent; } @Override public Ingredient getRepairMaterial() { return this.repairMaterial.get(); } @Override public String getName() { return this.name; } @OnlyIn( Dist.CLIENT ) @Override public float getToughness() { return this.toughness; } public float getKnockbackResistance() { return this.knockBackResistance; } }  
    • Just upload it here or use pastbin.
    • And how to show the debug.log?  
    • I Did uninstalled optifine and its still crashing.
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