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[1.12] can I rely on GameRegistry crafting?


Socratic_Phoenix

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As I understand it, 1.12 recipes should primarily be done through JSON, however, due to the nature of my mod, this isn't possible. I have to have at least one custom IRecipe implementation. The problem is, this implementation is not a generic recipe, and would only be initialized once. Therefore, it doesn't make sense to use JSON to declare a single recipe with no properties. Therefore, my question is, can I continue to rely on registering the recipe in GameRegistry/CraftingManager, or can I expect those methods to be removed/changed? Also (since IRecipe is now a registerable thing), would it be better to register this recipe in a RegistryEvent (is there one for recipes?)?

Edited by Socratic_Phoenix

Developer of Randores (adds 256^3 ores to the game) and Arcane Bags (adds ridiculous storage with ridiculous crafting recipes).

I know Java pretty well... So yeah...

Quote

This is where I'd put an inspirational and/or clever quote, but I can't think of one right now...

This is the output of the totally, 100% working compiler for my programming language, Planet9:

Beginning Compilation...
Failed compilation!
planet9.compiler.error.CompilationException: Compiler not yet implemented
	at planet9.compiler.Compiler.compile(Compiler.java:39)
	at planet9.compiler.app.CompilerApp.main(CompilerApp.java:147)

 

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You can't use a GamRegistry, as it doesn't exist.

A GameRegistery though, sure.

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4 minutes ago, Draco18s said:

You can't use a GamRegistry, as it doesn't exist.

A GameRegistery though, sure.

I'm not even sure what happened there... My keyboard is being weird. Anyway, thanks!

Developer of Randores (adds 256^3 ores to the game) and Arcane Bags (adds ridiculous storage with ridiculous crafting recipes).

I know Java pretty well... So yeah...

Quote

This is where I'd put an inspirational and/or clever quote, but I can't think of one right now...

This is the output of the totally, 100% working compiler for my programming language, Planet9:

Beginning Compilation...
Failed compilation!
planet9.compiler.error.CompilationException: Compiler not yet implemented
	at planet9.compiler.Compiler.compile(Compiler.java:39)
	at planet9.compiler.app.CompilerApp.main(CompilerApp.java:147)

 

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1 hour ago, Socratic_Phoenix said:

Therefore, it doesn't make sense to use JSON to declare a single recipe with no properties. 

Yes, actually it does.

Why special case shit when your recipe can be {"type": "my:custom_recipe"}

DONE!

SO HARD!

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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2 hours ago, LexManos said:

Yes, actually it does.

Why special case shit when your recipe can be {"type": "my:custom_recipe"}

DONE!

SO HARD!

Oh... It's that simple? May as well follow convention then... Thanks

Developer of Randores (adds 256^3 ores to the game) and Arcane Bags (adds ridiculous storage with ridiculous crafting recipes).

I know Java pretty well... So yeah...

Quote

This is where I'd put an inspirational and/or clever quote, but I can't think of one right now...

This is the output of the totally, 100% working compiler for my programming language, Planet9:

Beginning Compilation...
Failed compilation!
planet9.compiler.error.CompilationException: Compiler not yet implemented
	at planet9.compiler.Compiler.compile(Compiler.java:39)
	at planet9.compiler.app.CompilerApp.main(CompilerApp.java:147)

 

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You *SHOULD* try and generic out your recipe so that others can use it or its more configurable. But yes some things are just that simple. 

Doing it via JSON only increases compatibility and configurability.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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