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[Help 1.8(1.7.10 Aceptable i can adapt)] Crafting only on 3x3 and not saving nbt


ResaloliPT

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Hi comunity of Minecraft Forge,  got a few problems to get this part of my noob mod :P

so i followed a few tuts and code isnt copy-pasta 100% (maybe 30% and a bit more from vanillas) and i still not get this to work :/

 

So the bugs List is: 1 - of a craftingGrid 5x5 can only use an corner of 3x3

                                2- tileentity not saving to nbt

 

Thx in advance!

 

If its needed more just ask!

 

Here is the Sources:

 

Codez Here

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Hey,

 

Im verry sorry that I forgat to relply, I had some bussy days.

Anyway, the recipe problem is there because you add the vanilla recipes to the recipe List. The methods in the vanillaRecipe Classes are hardcoded to only search in (the first) 3x3 area. To work around this problem you need to recreate them in your own craftingSystem.

 

As to the nbt problem, you seems to do everything oke, so I would have to test it a bit more to find the problem, though unfortunatly Im not able to do that right now.

Projects:

Discontinued:

- N2ConfigAPI

- Meachanical Crafting Table

 

Latest:

- CollectionUtils

 

Coöperations:

- InGameConfigManager

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Hey,

 

Im verry sorry that I forgat to relply, I had some bussy days.

Anyway, the recipe problem is there because you add the vanilla recipes to the recipe List. The methods in the vanillaRecipe Classes are hardcoded to only search in (the first) 3x3 area. To work around this problem you need to recreate them in your own craftingSystem.

 

As to the nbt problem, you seems to do everything oke, so I would have to test it a bit more to find the problem, though unfortunatly Im not able to do that right now.

 

i wanted anyway to create a new thread since the old was being too messy with alot of diferent problems so i created this one to make it cleaner.

 

Moving on to topic, so i have to add all vanilla recipes manualy? to my Crafting manager? dam thats alot of recipes... for the time being i will draw something unto the gui image that vanillas only work there and then add them overtime because on the old days it was just a few 50s recipes now they must be over 150s xD oh well nothing evolves with no  work ill do it overtime or when im bored but it ill happen.

 

About the nbt well the thing is only saving the output but its nonsence since the output depends on the craftingGrid so if we read a dirtBlock from nbt and add it to output it will disapear cause theres no matching recipe...

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Hey,

 

Im verry sorry that I forgat to relply, I had some bussy days.

Anyway, the recipe problem is there because you add the vanilla recipes to the recipe List. The methods in the vanillaRecipe Classes are hardcoded to only search in (the first) 3x3 area. To work around this problem you need to recreate them in your own craftingSystem.

 

As to the nbt problem, you seems to do everything oke, so I would have to test it a bit more to find the problem, though unfortunatly Im not able to do that right now.

 

i wanted anyway to create a new thread since the old was being too messy with alot of diferent problems so i created this one to make it cleaner.

 

Moving on to topic, so i have to add all vanilla recipes manualy? to my Crafting manager? dam thats alot of recipes... for the time being i will draw something unto the gui image that vanillas only work there and then add them overtime because on the old days it was just a few 50s recipes now they must be over 150s xD oh well nothing evolves with no  work ill do it overtime or when im bored but it ill happen.

 

About the nbt well the thing is only saving the output but its nonsence since the output depends on the craftingGrid so if we read a dirtBlock from nbt and add it to output it will disapear cause theres no matching recipe...

 

I would recommend you make your code readable by replacing the var# and parObject with actual names.

 

Code cleanup still to be done ill do bits over time and it will be updated to github everytime i stop coding for that day

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That makes no sence indeed, but can you craft things without closing the gui? It could be that its autocrafting, or that there are some ghostblocks.

 

Ps. You dont have to add recipes manualy, you only have to switch them over to your recipe type. I think thats easy possible with some  methods

Projects:

Discontinued:

- N2ConfigAPI

- Meachanical Crafting Table

 

Latest:

- CollectionUtils

 

Coöperations:

- InGameConfigManager

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That makes no sence indeed, but can you craft things without closing the gui? It could be that its autocrafting, or that there are some ghostblocks.

 

Ps. You dont have to add recipes manualy, you only have to switch them over to your recipe type. I think thats easy possible with some  methods

 

 

 

How can i switch the CManager then i dont have no idea how ....

also im not thinking on autocrafting i just want it as a normal crafting that stores its inventory, ofc u can use others mods like AE to autocraft on it since they are the master of automation

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How can i switch the CManager then i dont have no idea how ....

 

rather simple, the recipes contains the recipe input and output. the only thing you have to do is iterate through the whole list, determine if its a shaped or shapeless recipe. than create every recipe in your Crafting Manager just the same way as you add a custom recipe. The parameters are the same as the input and output as the vanilla recipes in this case.

 

also im not thinking on autocrafting i just want it as a normal crafting that stores its inventory, ofc u can use others mods like AE to autocraft on it since they are the master of automation

I didnt mentioned you should add it :P. I tried to give some thoughts on what could cause the nbt problem.

So could you check if the items are saved before you close the gui? (e.g. if changes in the crafting grid are save at all?)

Projects:

Discontinued:

- N2ConfigAPI

- Meachanical Crafting Table

 

Latest:

- CollectionUtils

 

Coöperations:

- InGameConfigManager

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How can i switch the CManager then i dont have no idea how ....

 

rather simple, the recipes contains the recipe input and output. the only thing you have to do is iterate through the whole list, determine if its a shaped or shapeless recipe. than create every recipe in your Crafting Manager just the same way as you add a custom recipe. The parameters are the same as the input and output as the vanilla recipes in this case.

 

also im not thinking on autocrafting i just want it as a normal crafting that stores its inventory, ofc u can use others mods like AE to autocraft on it since they are the master of automation

I didnt mentioned you should add it :P. I tried to give some thoughts on what could cause the nbt problem.

So could you check if the items are saved before you close the gui? (e.g. if changes in the crafting grid are save at all?)

 

ohh i got it on how to save it ye looks like ima have some fun interatening trough objects on lists xD

 

the nbt now is only being called from time to time, when loading world and when pausing the game

but when i put a breakpoint there when it is cycling trough the inventory ItemStack[] it is always returning null on all 25 slots of my container meaning that my container still not being linked to my inventory array....

 

REPLY: man it passed 3+ hours of straigth coding im so tired for today so ye just pushed code to github but the nbt still not saving

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up to 2147483648 bytes (2048 MiB)       CPUs: 16       Processor Vendor: GenuineIntel       Processor Name: 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz       Identifier: Intel64 Family 6 Model 141 Stepping 1       Microarchitecture: unknown       Frequency (GHz): 2.30       Number of physical packages: 1       Number of physical CPUs: 8       Number of logical CPUs: 16       Graphics card #0 name: Intel(R) UHD Graphics       Graphics card #0 vendor: Intel Corporation (0x8086)       Graphics card #0 VRAM (MB): 1024.00       Graphics card #0 deviceId: 0x9a60       Graphics card #0 versionInfo: DriverVersion=31.0.101.1999       Graphics card #1 name: NVIDIA GeForce RTX 3060 Laptop GPU       Graphics card #1 vendor: NVIDIA (0x10de)       Graphics card #1 VRAM (MB): 4095.00       Graphics card #1 deviceId: 0x2560       Graphics card #1 versionInfo: DriverVersion=31.0.15.2892       Memory slot #0 capacity (MB): 8192.00       Memory slot #0 clockSpeed (GHz): 3.20       Memory slot #0 type: DDR4       Memory slot #1 capacity (MB): 8192.00       Memory slot #1 clockSpeed (GHz): 3.20       Memory slot #1 type: DDR4       Virtual memory max (MB): 27943.30       Virtual memory used (MB): 14154.98       Swap memory total (MB): 11776.00       Swap memory used (MB): 90.13       JVM Flags: 9 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -Xmx2G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M       Launched Version: 1.20.4-forge-49.0.30       Launcher name: minecraft-launcher       Backend library: LWJGL version 3.3.2+13       Backend API: Intel(R) UHD Graphics GL version 4.6.0 - Build 31.0.101.1999, Intel       Window size: 854x480       GL Caps: Using framebuffer using OpenGL 3.2       GL debug messages:       Using VBOs: Yes       Is Modded: Definitely; Client brand changed to 'forge'       Universe: 400921fb54442d18       Type: Client (map_client.txt)       Graphics mode: fast       Render Distance: 12/12 chunks       Resource Packs:       Current Language: en_us       Locale: en_US       CPU: 16x 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz       ModLauncher: 10.1.2       ModLauncher launch target: forge_client       ModLauncher naming: srg       ModLauncher services:             / slf4jfixer PLUGINSERVICE             / runtimedistcleaner PLUGINSERVICE             / runtime_enum_extender PLUGINSERVICE             / object_holder_definalize PLUGINSERVICE             / capability_token_subclass PLUGINSERVICE             / accesstransformer PLUGINSERVICE             / eventbus PLUGINSERVICE             / mixin PLUGINSERVICE             / fml TRANSFORMATIONSERVICE             / mixin TRANSFORMATIONSERVICE       FML Language Providers:             minecraft@1.0             lowcodefml@49             javafml@49.0.30       Mod List:             forge-1.20.4-49.0.30-client.jar                   |Minecraft                     |minecraft                     |1.20.4              |COMMON_SET|Manifest: NOSIGNATURE             forge-1.20.4-49.0.30-universal.jar                |Forge                         |forge                         |49.0.30             |COMMON_SET|Manifest: NOSIGNATURE       Crash Report UUID: 5380853b-d030-466a-8c5e-5c81ce00053c       FML: 0.0       Forge: net.minecraftforge:49.0.30
    • I am new at modding and i am in forge My question was how do i modify an already existing block property, like for blocks that you create its easy: public static final RegistryObject<Block> BURNEDWOOD = registerBlock("burnedwood", () -> new Block(BlockBehaviour.Properties.of().blablablabla)); but what do I put in for just vanilla blocks(I want to change the oak log to take more time to cut down, but idk how to access the properties of said block)
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