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Crafting recipes enable/disable with config file [1.16]


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Posted

Hey guys, i try to make recipes based of config options, but i can`t find the problem here, all recipes linked to an config options are always disabled and theres no error in the console, maybe a problem in the factories?

 

ConditionsFactory

public class ConditionFactory implements IConditionBuilder {

        //@Override
        public BooleanSupplier parse(JsonSerializationContext context, JsonObject json) {
            boolean value = JSONUtils.getBoolean(json , "value", true);
            String key = JSONUtils.getString(json, "type");

            if (key.equals(Uncrafted.MODID + ":spawneggs_enabled")) {
                return () -> Config.ACTIVATE_SPAWNEGG_RECIPES.get().booleanValue() == value;
            }
            else if (key.equals(Uncrafted.MODID + ":spawner_enabled")) {
                return () -> Config.ACTIVATE_SPAWNER_RECIPES.get().booleanValue() == value;
            }
            else if (key.equals(Uncrafted.MODID + ":skulls_enabled")) {
                return () -> Config.ACTIVATE_SKULL_RECIPES.get().booleanValue() == value;
            }
            return null;
        }
}

 

_factories.json

{
    "conditions": {
      "spawneggs_enabled": "xxrexraptorxx.util.ConditionFactory",
      "spawner_enabled": "xxrexraptorxx.util.ConditionFactory",
      "skulls_enabled": "xxrexraptorxx.util.ConditionFactory"
    }
}

 

example recipe: spawner.json

{
  "conditions" : [
    {
      "type" : "uncrafted:spawner_enabled",
      "value" : true
    } ],
  "type": "minecraft:crafting_shaped",
  "pattern": [
  
    "XXX",
    "X#X",
    "XXX"
  ],
  
  "key": {
    "X": {
      "item": "minecraft:iron_bars"
    },
    "#": {
      "item": "minecraft:nether_star"
    }  
  },
  
  
  "result": {
    "item": "minecraft:spawner"
  }
}

 

i hope anyone can help me :D

 

 

Posted

scrap all that (factory and _factories.json), it's for an older version.

do have a condition in a recipe json file. the one you have up there will do fine.

 

make a class that implements ICondition.
getID() should return "uncrafted:spawner_enabled".  test() should check options and enable/disable the recipe.

 

inside the condition class make a serializer class (yes inside, inner class, static) that implements IConditionSerializer<YourCondition>.
getID should return same as above;  read should return an instance of your condition class. use json.getAsJsonPrimitive("value_or_flag_name_or_whatever") to get the setting name (if you use a single condition for several recipes); write should do the opposite of read - json.addProperty.

 

finally, register your condition in FMLCommonSetupEvent. call CraftingHelper.register and pass the serializer instance.

enjoy!

  • Like 1
Posted

one class inside another, just like you have fields and methods inside of a class. ok, i admit it's not very intuitive now that type definitions are no longer a thing...

it doesn't have to be inner class, it can be a separate class. it's just more maintainable if you don't have two separate non-inner classes whose life cycles are connected.

just make both classes. serializer will make condition class instances when the game needs them.

  • 1 month later...
Posted
On 10/21/2021 at 9:41 PM, MFMods said:

one class inside another, just like you have fields and methods inside of a class. ok, i admit it's not very intuitive now that type definitions are no longer a thing...

it doesn't have to be inner class, it can be a separate class. it's just more maintainable if you don't have two separate non-inner classes whose life cycles are connected.

just make both classes. serializer will make condition class instances when the game needs them.

Could You Please Provide a simple example, I do understand java but this has me all in a twist

Posted (edited)
{
    "conditions":[
        {
            "type":"mbs:mod_check",
            "modid":"mbs"
        }
    ],
    "type": "minecraft:crafting_shaped",
    "pattern": [
        "###",
        "# #"
    ],
    "key": {
        "#": {
            "item": "mbs:blue_diamond"
        }
    },
    "result": {
        "item": "mbs:armor/blue_diamond_helmet",
        "count": 1
    }
}
package com.SkyWarsFun2019.moreblock.util.Integration;

import com.google.gson.JsonObject;

import net.minecraft.resources.ResourceLocation;
import net.minecraft.util.GsonHelper;
import net.minecraftforge.common.crafting.conditions.ICondition;
import net.minecraftforge.common.crafting.conditions.IConditionSerializer;
import net.minecraftforge.fml.ModList;

public class ModIntegrationRecipeCondition implements ICondition
{
	private static final ResourceLocation NAME = new ResourceLocation("mbs", "mod_check");
	private final String Modid;

	public ModIntegrationRecipeCondition(String Mod) 
	{
		Modid = Mod;
	}
	
	@Override
	public ResourceLocation getID()
	{
		return NAME;
	}

	@Override
	public boolean test() 
	{
		System.out.println("Testing");
		return ModList.get().isLoaded(Modid);
	}
	 @Override
	public String toString()
	{
	    return "mod_loaded(\"" + Modid + "\")";
	}
	 
	 public static class Serializer implements IConditionSerializer<ModIntegrationRecipeCondition>
	    {
	        public static final Serializer INSTANCE = new Serializer();

	        @Override
	        public void write(JsonObject json, ModIntegrationRecipeCondition value)
	        {
	            json.addProperty("modid", value.Modid);
	        }

	        @Override
	        public ModIntegrationRecipeCondition read(JsonObject json)
	        {
	            return new ModIntegrationRecipeCondition(GsonHelper.getAsString(json, "modid"));
	        }

	        @Override
	        public ResourceLocation getID()
	        {
	            return ModIntegrationRecipeCondition.NAME;
	        }
	    }
}

 

this is my json and class, any reason why it doesnt work.

Edited by DX12
Updated Information, Provided More Details
Posted
Just now, diesieben07 said:
  • "mbs" is a bad ModID. Do not use abbreviations.
  • You do not own SkyWarsFun2019.com.
  • Forge already provides the "forge:mod_loaded" condition, there is no need to implement it yourself.
  • You have not shown where you register your condition.

for the first and second part I Am co-owner, the original owner set that.

private void Setup(FMLCommonSetupEvent event)
	{
		event.enqueueWork(OreGen::RegisterOre);
		List<String> Mods = Searcher.GetModIDs(event);
		Searcher.PrintMods(Mods);
		System.out.println("Condition Register Starting");
		CraftingHelper.register(new ModIntegrationRecipeCondition.Serializer());
		System.out.println("Condition Register Complete");
	}

this is where and how it is registered. as with the third point i plan to change this to run a check on the mod config file

Posted

yes. yes, there would be.

put a log command (output a line into log or a console) in serializer.read,  serializer.write and  condition.test. write the value they return into console (along with the method name). run the game and look into the console.

Posted (edited)
Quote

[14:39:47] [Render thread/INFO]: Reloading ResourceManager: Default, , main
Serializer Read
mod_check("mbs")
Condition Test
true
[14:40:11] [Render thread/INFO]: Loaded 7 recipes

Here is the specific info you requested. I only included these lines

Edited by DX12
Updated Information, Provided More Details
Posted
Quote

Here is the specific info you requested.

that output was for you, not us.


i wanted you to assert two things:
1) serializer creates a condition with value true when config file says true
2) serializer creates a condition with value false when config file says false (after you exit the game, change config, start the game)

can you confirm that you have that?

  • 3 weeks later...
Posted (edited)
On 12/22/2021 at 10:57 PM, MFMods said:

that output was for you, not us.


i wanted you to assert two things:
1) serializer creates a condition with value true when config file says true
2) serializer creates a condition with value false when config file says false (after you exit the game, change config, start the game)

can you confirm that you have that?

Apologies for the late response, My computer had malfunctioned. To answer your question yes I do get the false and true when test is ran. however the issue im having is regardless of the value the recipe doesnt register. Also I have created A new topic to discuss this further.

Here is the topic Topic

Edited by DX12
Added Topic Link

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