Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

1.12 How did you create you recipes


TheRPGAdventurer
 Share

Recommended Posts

Ok so I heard that in 1.12 you are now going to use json files for recipes, I got pretty confused understanding them,  All that I understood is make a folder in assets,MODID,recipes and put json files there. Well my greatest question is where are you going to set the resourcelocation for your recipes in java, is it in main class, proxies, or make a new class that extends a recipe class and all. 

Edited by TheRPGAdventurer
changed 1.11.2 to 1.12
Link to comment
Share on other sites

Forge automatically loads every recipe file in the assets/<modid>/recipes directory, you don't need to manually register them.

  • Like 1

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Just now, Choonster said:

Forge automatically loads every recipe file in the assets/<modid>/recipes directory, you don't need to manually register them.

What do you think is wrong in here?

{
  "type": "minecraft:crafting_shaped",
  "pattern": [
    " J  ",
    " J  ",
    " S  "
  ],
  "key": {
    "S":{
      "item": "minecraft:stick"
	},
    "J":{
      "item": "rotd:jade_dragonscales"
	}
  },
  "result": {
    "item": "rotd:jade_dragon_sword"
  }
}

 

Link to comment
Share on other sites

25 minutes ago, TheRPGAdventurer said:

Does it mean that I can place it in each row of the crafting table?

Yep, see the diamond sword recipe from vanilla:

{
  "type": "crafting_shaped",
  "pattern": [
    "X",
    "X",
    "#"
  ],
  "key": {
    "#": {
      "item": "minecraft:stick"
    },
    "X": {
      "item": "minecraft:diamond"
    }
  },
  "result": {
    "item": "minecraft:diamond_sword"
  }
}

 

  • Like 2

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)

 

Link to comment
Share on other sites

On 8/14/2017 at 10:13 PM, Socratic_Phoenix said:

Yep, see the diamond sword recipe from vanilla:


{
  "type": "crafting_shaped",
  "pattern": [
    "X",
    "X",
    "#"
  ],
  "key": {
    "#": {
      "item": "minecraft:stick"
    },
    "X": {
      "item": "minecraft:diamond"
    }
  },
  "result": {
    "item": "minecraft:diamond_sword"
  }
}

 

Sorry for necroing this post because my PC was infected by a virus and making it impossible to use internet but, I got questions.

First of all, where did you find the vanilla recipes? and second can I use another recipe for my sword, like this json can handle 3 sword recipes? Lastly, what happens if I named my recipe's json same to the reistryName of the item, will it have a conflict?

Link to comment
Share on other sites

20 minutes ago, TheRPGAdventurer said:

First of all, where did you find the vanilla recipes?

assets/minecraft/recipes in the forgeSrc-<forgeVersion>.jar referenced library.

 

20 minutes ago, TheRPGAdventurer said:

second can I use another recipe for my sword, like this json can handle 3 sword recipes?

I don't fully understand what you're asking here.

 

One JSON file is one recipe. You can have any number of recipes that output the same item.

 

20 minutes ago, TheRPGAdventurer said:

Lastly, what happens if I named my recipe's json same to the reistryName of the item, will it have a conflict?

No, recipes and items are in completely separate registries; you can name your recipe whatever you want.

 

Minecraft uses the registry name of the output item for most of its recipes, it only uses a longer name when there are multiple recipes for the same item.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

5 hours ago, Choonster said:

assets/minecraft/recipes in the forgeSrc-<forgeVersion>.jar referenced library.

 

I don't fully understand what you're asking here.

 

One JSON file is one recipe. You can have any number of recipes that output the same item.

 

No, recipes and items are in completely separate registries; you can name your recipe whatever you want.

 

Minecraft uses the registry name of the output item for most of its recipes, it only uses a longer name when there are multiple recipes for the same item.

Also do you know where EntityLivingBase#moveEntityWithHeading is located in 1.12? does it's name change, does it's location changed, or was completely removed?

Link to comment
Share on other sites

3 minutes ago, TheRPGAdventurer said:

Also do you know where EntityLivingBase#moveEntityWithHeading is located in 1.12? does it's name change, does it's location changed, or was completely removed?

 

I answered this in your other thread 45 minutes ago.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

25 minutes ago, TheRPGAdventurer said:

Also, how did you make links like "here" "other thread" but still redirecting you to other sites without getting the name.

 

Highlight the text and click the Link button in the editor.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
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.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • This is my code. How can I change it to have "Hello world!" show on the screen? @Mod(Chants2.MODID) public class Chants2 { public static final String MODID = "chants2"; public Chants2(){ final IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); final ClientSideOnlyModEventRegistrar clientSideOnlyModEventRegistrar = new ClientSideOnlyModEventRegistrar(modEventBus); registerCommonEvents(modEventBus); DistExecutor.safeRunWhenOn(Dist.CLIENT, () -> clientSideOnlyModEventRegistrar::registerClientOnlyEvents); } public void registerCommonEvents(IEventBus eventBus) { //eventBus.register(GuiHandler.class); } } public class ClientSideOnlyModEventRegistrar { private final IEventBus eventBus; public ClientSideOnlyModEventRegistrar(IEventBus eventBus) { this.eventBus = eventBus; } public void registerClientOnlyEvents() { eventBus.register(GuiHandler.class); } } public class GuiHandler { String text = "Hello world!"; @SubscribeEvent public void onRenderGui(RenderGameOverlayEvent.Post event) { drawString(event.getMatrixStack(), Minecraft.getInstance().font, text, event.getWindow().getWidth() / 2, event.getWindow().getHeight() / 2, Integer.parseInt("33AA66", 16)); } }  
    • why do you need the JDA API in MinecraftForge?
    • you also can look at the StonecutterScreen, but basically you moved the scrolling bar via mouse scroll or mouse drag (you set the y pos where it will render in the screen), after moving you can update the screen on client then send a custom packet to the server and updating the screen there
    • You still capitalizing every word... the name sounds like it will return a ResourceLocation or the mod id, not sure because urbanxx001 didn't say what the method does can you actually explain your exact goal to us, because it can be that there is a easier way to do this
    • I've got capabilities and I was just wondering if there's a way to add a statistic with the value of that capability to the stat menu, so I can make my mod more useable with FTB quests and other similar mods which can take in a statistic to trigger an event
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.