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[1.7.10]Curious about crafting[Answerd]/[solved]


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So I am curious on this idea I have. I am thinking of making this item and give it a NBTTagCompound of uses, I would set it to 5 uses, Now what I want to do is when used in crafting it will not consume the item and set the uses to 4(3,2,1,0). Once it hits 0 I want it to then consume the item.

 

Mock code/idea:

public boolean hasContainerItem(ItemStack itemStack)
    {
       return true;
    }
    @Override
    public ItemStack getContainerItem(ItemStack itemStack)
    {
        ItemStack stack = itemStack.copy();
        
         if(uses !=0){
  
        stack.setItemDamage(stack.getItemDamage() - 1);
}
else {
//allow item to be removed 
}
        

        return stack;
    }

 

now the one thing is I don't know how to make the item not be used up when crafted, and I was debating on using the oncreated() function but read that, that's best to use only for vanilla crafting tables.

~SureShotM/Leo~ gaming coding all around fun!

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again this was more of a thought, I'm more curious if this would work or not and like I said it was a mock code I don't actually have that code any where so technically there is no where uses is being defined, but I would define like this

// I don't fully know where I would put this cause the item will not be crafted but found in a chest
stack.setTagCompound(new NBTTagCompound());
stack.stackTagCompound.setInteger("uses", 4);

 

then I would use stack.getTagCompound().getInteger("uses") to define uses

~SureShotM/Leo~ gaming coding all around fun!

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again Mock Code if I was to actually put this in which i will soon, I would check to see if the NBTtag exists if not then to create it,

now the one thing is I don't know how to make the item not be used up when crafted I think that is my initial place to start.

 

I also want to apologize for my scatter brain, this is just how I think and work.

 

~SureShotM/Leo~ gaming coding all around fun!

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Like I said in my first post what I am looking to do is have this item not be used up in crafting until its uses hits 0 again the reason why we were talking about the uses NBTTag, even though that part I knew how to do, the part I don't know is the item not being used up part.

 

Not to sound rude but did any one read the first post fully, or was it just the way I worded things. If it was the way I word things I want to apologize.

~SureShotM/Leo~ gaming coding all around fun!

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Container item is things like empty buckets. They are what gets left behind after the Item is used in crafting.

So you would specify via hasContainerItem that all the versions of your Item that at least have 2 uses left have a container Item. Then in getContainerItem you would specify that container Item to always have one use less than the original.

If only 1 use is left, hasContainerItem would return false and thus there would be nothing left behind the crafting table, effectively destroying the Item.

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