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Refill/Repair damaged Item


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ok, in one of my mods i created a recipe that sets an item to data in another item,

this is how a player uses it,

put both items on the crafting table , and its done automatically the items remain on the crafting grid


here is the recipe

package me.el.LoonTools;

import net.minecraft.inventory.InventoryCrafting;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.item.crafting.IRecipe;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;

public class TrackerRecipe implements IRecipe {

public ItemStack getCraftingResult(InventoryCrafting inv) {
	return null;

public ItemStack getRecipeOutput() {
	return null;

public int getRecipeSize() {
	return 0;

public boolean matches(InventoryCrafting inv, World w) {
	ItemStack cr=null;
	ItemStack tr=null;
	int sn=0;
	for (int s=0;s<inv.getSizeInventory();s++){
		ItemStack i=inv.getStackInSlot(s);
		if (i!=null){
			Item it = i.getItem();
			if(it instanceof ItemCrystal){
				if (cr!=null) return false;
			}else if(it instanceof ItemLocationTracker){
				if (tr!=null) return false;
			}else return false;
	if(cr==null || tr==null) return false;

	if (!cr.hasTagCompound()) return false;

	try {
		NBTTagCompound c = cr.getTagCompound();
		float x=c.getFloat("bx");
		float z=c.getFloat("bz");
		String wld=c.getString("bw");

		NBTTagCompound t;
		if (tr.hasTagCompound()){
			try {
				float tx = t.getFloat("bx");
				float tz = t.getFloat("bz");
				String tw=t.getString("bw");
				System.out.println(tx+" "+tz+" "+tw);
				System.out.println(x+" "+z+" "+wld);
				if (x==tx && z==tz && tw.equals(wld)) return false;
			} catch (Exception e) {
			t=new NBTTagCompound();

		t.setFloat("bx", x);
		t.setFloat("bz", z);
		t.setString("bw", wld);

		ItemStack result = tr.copy();
		inv.setInventorySlotContents(sn, result);
		return false;
	} catch (Exception e) {
		return false;


you will notice that everything is done in the matches method

you will also notice that matches always returns false, this prevents items being lost by consumption during crafting


Hope this helps


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oh, another thing you need to make sure of, is that you only make changes and replace the items on the crafting grid when necessary , otherwise you get a non exiting loop and a stack error crash


so in your case if the item is full / repaired , or the filling/repairing item is empty, exit with out changing either item


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If you, yes YOU, also want an item that is repaired in the crafting table or in the survival crafting grid then feel free to use this code



public boolean matches(InventoryCrafting inventory, World world) {
	ItemStack itemThatWillBeRepaired = null;
	ItemStack itemThatIsUsedToRepaire = null;
	for (int i=0; i < inventory.getSizeInventory(); i++){
		ItemStack itemStack = inventory.getStackInSlot(i);
			if (itemStack != null){
				if (itemStack.getItem() == YourMod.itemThatWillBeRepaired){
					if (itemThatWillBeRepaired != null)return false;
					itemThatWillBeRepaired = itemStack;
				}else if (itemStack.getItem() == Items.stick){
					if (itemThatIsUsedToRepaire != null)return false;
					itemThatIsUsedToRepaire = itemStack;
	return itemThatWillBeRepaired != null && itemThatIsUsedToRepaire != null;

public int getRecipeSize() {
	return 9;



If anything doesnt work, please post it in comments for other users

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