JimiIT92 Posted November 12, 2017 Posted November 12, 2017 (edited) In 1.10 i've added a dynamic crafting recipe so the player can craft an empty gift or e gift with an itemstack in it. To do this the recipe will check the center slot of the crafting table: if it's empty than return an empty gift, if it's not than "pack" that itemstack into the gift. Looking at how banners do this for the patterns it was simple to add something like this, but now in 1.12 i'm having issues registering all this recipes due to the new json system. The class i'm using to get a different result based on events is this package com.mw.crafting; import com.mw.core.MWBlocks; import net.minecraft.init.Blocks; import net.minecraft.inventory.InventoryCrafting; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.item.crafting.IRecipe; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.util.NonNullList; import net.minecraft.world.World; public class CraftingGift { public static class RecipeGift extends net.minecraftforge.registries.IForgeRegistryEntry.Impl<IRecipe> implements IRecipe { /** * Used to check if a recipe matches current crafting inventory */ public boolean matches(InventoryCrafting inv, World worldIn) { boolean flag = false; int num = 0; for (int i = 0; i < inv.getSizeInventory(); ++i) { ItemStack itemstack = inv.getStackInSlot(i); if (itemstack != null && itemstack.getItem() == Item.getItemFromBlock(Blocks.WOOL) && i != 4) { if (num == 7) { flag = true; num = 0; break; } num++; } } return flag; } /** * Returns an Item that is the result of this recipe */ public ItemStack getCraftingResult(InventoryCrafting inv) { ItemStack itemstack = ItemStack.EMPTY; ItemStack chestitem = ItemStack.EMPTY; int num = 0; for (int i = 0; i < inv.getSizeInventory(); ++i) { ItemStack itemstack1 = inv.getStackInSlot(i); if (itemstack1 != null && itemstack1.getItem() == Item.getItemFromBlock(Blocks.WOOL) && i != 4) { if (num == 7) { itemstack = new ItemStack(MWBlocks.GIFT); itemstack.setCount(1); num = 0; chestitem = inv.getStackInSlot(4); break; } num++; } } if (chestitem != null) { NBTTagCompound nbttagcompound1 = itemstack.getSubCompound("BlockEntityTag"); NBTTagList nbttaglist; nbttaglist = new NBTTagList(); NBTTagCompound nbttagcompound = new NBTTagCompound(); nbttagcompound.setByte("Gift", (byte) 0); chestitem.writeToNBT(nbttagcompound); nbttaglist.appendTag(nbttagcompound); nbttagcompound1.setTag("Items", nbttaglist); } return itemstack; } public ItemStack getRecipeOutput() { return ItemStack.EMPTY; } public NonNullList<ItemStack> getRemainingItems(InventoryCrafting inv) { NonNullList<ItemStack> nonnulllist = NonNullList.<ItemStack>withSize(inv.getSizeInventory(), ItemStack.EMPTY); for (int i = 0; i < nonnulllist.size(); ++i) { ItemStack itemstack = inv.getStackInSlot(i); nonnulllist.set(i, net.minecraftforge.common.ForgeHooks.getContainerItem(itemstack)); } return nonnulllist; } public boolean isHidden() { return true; } /** * Used to determine if this recipe can fit in a grid of the given width/height */ public boolean canFit(int width, int height) { return width >= 3 && height >= 3; } } } What i'm missing is how i can register this In 1.10 i do this CraftingManager.getInstance().addRecipe(new RecipeGift()); but now that seems to be gone So how can i register this? Edited November 12, 2017 by JimiIT92 Quote Don't blame me if i always ask for your help. I just want to learn to be better
Draco18s Posted November 12, 2017 Posted November 12, 2017 (edited) Skip all that nonsense (your class doesn't change, but you register it differently) and make the recipe follow the JSON format. You still need an IRecipe class, but you just add a Factory class to it that can deserialize the json. Which...takes almost nothing at all: public IRecipe parse(JsonContext context, JsonObject json) { return new RecipeGift(); } After that, you just need a file that looks like this in your assets (named _factories.json): https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/hardlib/recipes/_factories.json And this: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/industry/ExpandedIndustryBase.java#L171 And oh yeah, you'll need a single json for the recipe of course. Edited November 12, 2017 by Draco18s Quote 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.
JimiIT92 Posted November 12, 2017 Author Posted November 12, 2017 Thank you for the answer, i did those steps and it worked Quote Don't blame me if i always ask for your help. I just want to learn to be better
Draco18s Posted November 12, 2017 Posted November 12, 2017 On 11/12/2017 at 8:27 PM, JimiIT92 said: Thank you for the answer, i did those steps and it worked Expand JSON recipes are so easy to set up. Pretty much anything you'd want to deserialize out of them as ingredients has already been done in either the vanilla or Forge recipes. The ones I've done have been smashed together from what I can find in existing code. You're welcome. Quote 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.
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