Jump to content

A few questions about how crafting works, and how the inventory is managed


Recommended Posts

Posted

Ok, so the mod I'm making is a little non-standard and basically allows multiple blocks to exist, while only taking up one ID (with some limitations of course). I have an idea for what I want to be able to do, but I want to clear some things up before I get into the real meat of things.

 

1. When crafting, is it possible to send the actual instance of the block or item used on the crafting table to the item being crafted. i.e. Send each diamond and each stick to a diamond pickaxe that's being crafted.

 

2. Is it possible to allow for more than one item to be used in a single space in a single crafting recipe. i.e. Allow either sticks or logs when crafting a diamond pickaxe, but only use one recipe. (This one isn't as important, but it would make my life easier)

 

3. Is there any way to control what stacks? If two items share the same ID, can there be a way to control whether they stack together or not? i.e. A certain field is different in two instances, so they can't stack together, but they can stack with other items, based on conditions.

 

4. Is there a way to use an anvil's rename feature to change the name that shows up in the inventory? Or is there an easier way to do this?

 

Hopefully I was clear enough, but I will clarify or expand if needed.

 

EDIT: I actually just came up with solutions to problems 3 & 4, and 2 I can deal with if it can't work. So the only one I'm still worried about is #1 and it's fairly important.

Posted

#1: It can be done but you need to make your own crafting table, because the default implementation ( ItemStack.onCrafting(World, EntityPlayer,int) ) doesn't pass the crafting grid.

 

#2: yeah, you only need to add a new IRecipe.

 

#3: Unfortunately, no. the methods on ItemStack are final. However, you can override getItemStackLimit() on your Item class, but it won't be ItemStack-sensitive

 

#4: sorry, never used that. can't tell.

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello , when I try to launch the forge installer it just crash with a message for 0,5 secondes. I'm using java 17 to launch it. Here's the link of the error :https://cdn.corenexis.com/view/?img=d/ma24/qs7u4U.jpg  
    • You will find the crash-report or log in your minecraft directory (crash-report or logs folder)
    • Use a modpack which is using these 2 mods as working base:   https://www.curseforge.com/minecraft/modpacks/life-in-the-village-3
    • inicie un mundo donde instale Croptopia y Farmer's Delight, entonces instale el addon Croptopia Delight pero no funciona. es la version 1.18.2
    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.