Posted June 11, 20178 yr Just wondering if we are in a holding pattern on recipe registry, or am I missing something? @Deprecated //TODO Make IRecipe a registry public static IRecipe addShapedRecipe(ResourceLocation name, @Nonnull ItemStack output, Object... params) { throw new RuntimeException("TODO: Forge implement IRecipe registry"); //return CraftingManager.addRecipe(output, params); } @Deprecated //TODO Make IRecipe a registry public static void addShapelessRecipe(ResourceLocation name, @Nonnull ItemStack output, Ingredient... params) { throw new RuntimeException("TODO: Forge implement IRecipe registry"); //CraftingManager.getInstance().addShapelessRecipe(output, params); } @Deprecated //TODO Make IRecipe a registry public static void addRecipe(ResourceLocation name, IRecipe recipe) { throw new RuntimeException("TODO: Forge implement IRecipe registry"); //CraftingManager.getInstance().getRecipeList().add(recipe); }
June 11, 20178 yr It's been four days since 1.12 was released, it usually takes the Forge team a couple of weeks to hammer out all the changes they need to make for Forge to be functional. It depends on the severity of the update (1.7 -> 1.8 took so long most modders waited for 1.10). Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
June 11, 20178 yr I was able to register recipes by copying the logic from 1.11.2 and making some adjustments to the code to include the new required name field which is used for the recipe book. There are other additional changes here as well. It isn't complete since the names are not friendly but I needed something in order to register new recipes for vanilla objects since I didn't see a way to do that this early in the release. NOTE: You will have to watch out for duplicate names otherwise you will get errors when starting minecraft when it's registering your recipes. Shaped Recipe: Spoiler /** * This should only be used for registering recipes for vanilla objects and not mod-specific objects. * @param name The name of the recipe. ModID is pre-pended to it. * @param stack The output of the recipe. * @param recipeComponents The recipe components. */ public static void addShapedRecipe(String name, ItemStack stack, Object... recipeComponents) { name = @YOURMODIDHERE!!!@.toLowerCase() + ":" + name; String s = ""; int i = 0; int j = 0; int k = 0; if (recipeComponents[i] instanceof String[]) { String[] astring = (String[])((String[])recipeComponents[i++]); for (String s2 : astring) { ++k; j = s2.length(); s = s + s2; } } else { while (recipeComponents[i] instanceof String) { String s1 = (String)recipeComponents[i++]; ++k; j = s1.length(); s = s + s1; } } Map<Character, ItemStack> map; for (map = Maps.<Character, ItemStack>newHashMap(); i < recipeComponents.length; i += 2) { Character character = (Character)recipeComponents[i]; ItemStack itemstack = ItemStack.EMPTY; if (recipeComponents[i + 1] instanceof Item) { itemstack = new ItemStack((Item)recipeComponents[i + 1]); } else if (recipeComponents[i + 1] instanceof Block) { itemstack = new ItemStack((Block)recipeComponents[i + 1], 1, 32767); } else if (recipeComponents[i + 1] instanceof ItemStack) { itemstack = (ItemStack)recipeComponents[i + 1]; } map.put(character, itemstack); } NonNullList<Ingredient> aitemstack = NonNullList.withSize(j * k, Ingredient.field_193370_a); for (int l = 0; l < j * k; ++l) { char c0 = s.charAt(l); if (map.containsKey(Character.valueOf(c0))) { aitemstack.set(l, Ingredient.func_193369_a(((ItemStack)map.get(Character.valueOf(c0))).copy())); } } ShapedRecipes shapedrecipes = new ShapedRecipes(name, j, k, aitemstack, stack); CraftingManager.func_193379_a(name, shapedrecipes); } Shapeless Recipe: Spoiler /** * This should only be used for registering recipes for vanilla objects and not mod-specific objects. * @param name The name of the recipe. * @param stack The output stack. * @param recipeComponents The recipe components. */ public static void addShapelessRecipe(String name, ItemStack stack, Object... recipeComponents) { name = @YOURMODIDHERE!!!@.toLowerCase() + ":" + name; NonNullList<Ingredient> list = NonNullList.create(); for (Object object : recipeComponents) { if (object instanceof ItemStack) { list.add(Ingredient.func_193369_a(((ItemStack)object).copy())); } else if (object instanceof Item) { list.add(Ingredient.func_193369_a(new ItemStack((Item)object))); } else { if (!(object instanceof Block)) { throw new IllegalArgumentException("Invalid shapeless recipe: unknown type " + object.getClass().getName() + "!"); } list.add(Ingredient.func_193369_a(new ItemStack((Block)object))); } } ShapelessRecipes shapelessRecipes = new ShapelessRecipes(name, stack, list); CraftingManager.func_193379_a(name, shapelessRecipes); } Example Usage: Info: ModRegistry is a class I created for registering all of my mod specific things. Shaped Recipe Spoiler ModRegistry.addShapedRecipe("stone_shears", new ItemStack(ModRegistry.StoneShears()), "a a", " b ", 'a', Items.FLINT, 'b', Item.getItemFromBlock(Blocks.COBBLESTONE)); Shaped Recipes within a loop. Spoiler for (int i = 0; i < 6; i++) { // wood slabs into sticks. ModRegistry.addShapedRecipe("slab_to_stick" + ((Integer)i).toString(), new ItemStack(Items.STICK, 4), "xx", "xx", 'x', new ItemStack(Blocks.WOODEN_SLAB, 1, i)); // Wooden slabs into planks. ModRegistry.addShapedRecipe("slab_to_plank" + ((Integer)i).toString(), new ItemStack(Blocks.PLANKS, 1, i), "x", "x", 'x', new ItemStack(Blocks.WOODEN_SLAB, 1, i)); } Shapeless Recipe Spoiler ModRegistry.addShapelessRecipe("glowstone", new ItemStack(Items.GLOWSTONE_DUST, 2), new ItemStack(Items.REDSTONE), new ItemStack(Items.GUNPOWDER), new ItemStack(Items.DYE, 1, 11)); Edited June 11, 20178 yr by WuestMan Putting code in spoilers
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