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[1.17.1] Conditional Recipe Implementation.


DX12
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I am trying to add a custom condition that checks whether item exists in registry.

an easy example is holder items that provide no functionality.

my exact needs are I am going to be making my mod a modular installation through the use of the config file. players can enable/disable parts of the mod.

what I need help with is how to go about creating the class and how to register it.

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if you want recipes to reference other mod's item (other mod being optional and recipe not crashing the game), use forge's mod_loaded condition. look inside the jar file of "create" mod, for example in smelting recipes directory - you'll find smelting recipes that give players lead ingots even though the mod doesn't include lead ingots.

if you want the recipe dependent on a switch in your config file, make a condition class....

Spoiler
public class OptionalRecipeCondition implements ICondition
{
	/// constructor, etc.

	@Override
	public boolean test()
	{
		// this works for single option; 
		// you could check for option name to reuse this class
		return OptionsHolder.COMMON.SomethingSomething.get();
	}

	/////////////////////////////////////////////////////

	public static class Serializer implements IConditionSerializer<OptionalRecipeCondition>
	{
		private final ResourceLocation conditionId;

		public Serializer(ResourceLocation id)
		{
			this.conditionId = id;
		}

		@Override
		public void write(JsonObject json, OptionalRecipeCondition condition)
		{
			// if you have parameters, write them like this: json.addProperty("something", condition.something);
		}

		@Override
		public OptionalRecipeCondition read(JsonObject json)
		{
			return new OptionalRecipeCondition(this.conditionId, json.getAsJsonPrimitive("param1").getAsString(), etc));
		}

		@Override
		public ResourceLocation getID()
		{
			return this.conditionId;
		}
	}
}

 

...and then in the main class (mod class), in FMLCommonSetupEvent do
CraftingHelper.register(new OptionalRecipeCondition.Serializer(new ResourceLocation(YourThing.MODID, "optional")));

this last string ("optional" in example above) is the type that is stated in recipe json.

Edited by MFMods
added spoiler tag
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    • thank you it worked, but 2 things, tell me where i have tu pubish my posts, i publish them in modder support isnt that right?   and Diesieben how do you quickly find how to solve modding errors, i can do it but if i create my own program or something but im minecraft modding, what goes through your mind to solve those problems? for example i still cant solve my problem with drawing correctly a glowing line even if i look the minecraft classes  
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