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[1.19.2][Solved] Recipes that overwrite vanilla tools aren't loaded


Boy132

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Hello!

 

I'm trying to overwrite the vanilla recipes for the wooden tools. I have this "wooden_sword.json" inside "resources/data/minecraft/recipes", for example. When checking ingame the recipe hasn't changed. (wooden sword is still crafted with wood instead of the new dirt)

I'm also overwriting the recipe for bread the exact same way (created a file "resources/data/minecraft/recipes/bread.json") and for bread it works.

I also tried it with the stone tools and it also didn't work.

 

No errors or hints in the logs. I'm using Forge 43.1.1. If you need more information let me know.

Thanks in advance.

Edited by Boy132
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It's not a good idea to replace vanilla recipes or other vanilla datapack data by default in mods.

What do you think happens when 2 different mods try to do this.

 

Anyway, make sure you specify a dependecy on the forge mod in your mods.toml and that it says it should be loaded AFTER it.

That way your mod will be placed above forge in the datapacks when creating new worlds.

Quote

[[dependencies.${mod_name}]]
    modId="forge"
    mandatory=true
    ordering="AFTER"
    versionRange="[${forge_version},)"
 

Where obviously you need to replace the $x bits with the real values.

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Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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9 minutes ago, warjort said:

Anyway, make sure you specify a dependecy on the forge mod in your mods.toml and that it says it should be loaded AFTER it.

That way your mod will be placed above forge in the datapacks when creating new worlds.

Where obviously you need to replace the $x bits with the real values.

Thank you! Changing the ordering did the trick.

  

9 minutes ago, warjort said:

It's not a good idea to replace vanilla recipes or other vanilla datapack data by default in mods.

What do you think happens when 2 different mods try to do this.

Don't worry. I'm going to use conditional recipes and config values later. The example above was basically just for testing.

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  • Boy132 changed the title to [1.19.2][Solved] Recipes that overwrite vanilla tools aren't loaded

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