Jump to content

[1.12] How to use Variants in Smelting Recipes


landocchi

Recommended Posts

After searching the forge api page for a while, I figured out how to use variants in smelting recipes.

Simply put this in registry handler class and the load in your main class!

 

Spoiler

GameRegistry.addSmelting(new ItemStack(BlockInit.YOUR_ORE ,1 ,YOUR_VARIANT_NUMBER), new ItemStack(ItemInit.YOUR_ITEM), 1.0f);

 

Example).

Spoiler

 

            COPPER(0, "steel"),
            TIN(1, "nord");

 


These are my two different variants in my EnumHandler, so whenever you make the smelting recipe it would look something like this for your respective variants.

 

For Copper it would look like, 

In RegistryHandler.classs

 

Spoiler

 

public static void otherRegistries(){
        GameRegistry.registerWorldGenerator(new WorldGenCustomOres(), 0);

        //For copper it would look like

        GameRegistry.addSmelting(new ItemStack(BlockInit.ORE_OVERWORLD ,1 ,0), new ItemStack(ItemInit.INGOT_COPPER), 1.0f);

        //and for Tin it would look like

        GameRegistry.addSmelting(new ItemStack(BlockInit.ORE_OVERWORLD ,1 ,1), new ItemStack(ItemInit.INGOT_TIN), 1.0f);

    }

 

Lastly pop it in your Init like this 

Spoiler

@Instance
    public static Main insatnce;
    
    
    @SidedProxy(clientSide = Reference.CLIENT, serverSide = Reference.COMMON)
    public static CommonProxy proxy;
    
    @EventHandler
    public static void preInit(FMLPreInitializationEvent event) {RegistryHandler.otherRegistries();}
    FMLInitializationEvent
    @EventHandler
    public static void init(FMLInitializationEvent event) {RegistryHandler.otherRegistries();}
    
    @EventHandler
    public static void postInit(FMLPostInitializationEvent event) {}
    
}

 

And voila! You ores should be smelting correctly!

Edited by landocchi
typo
Link to comment
Share on other sites

3 hours ago, loordgek said:

2 reasons not to use this 1 ^ and 2 1.13 there will be no more metadata/subItems

Well, I'm sure there will. Block metadata still exists, its just under the abstraction of IBlockStates.

But in terms of us-as-modders not having to deal with it all the time, sure.

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.

Link to comment
Share on other sites

5 hours ago, diesieben07 said:

I am very disappointed that this is not called The Flattening.

Same.

Also, I see redstone ore (repeaters, lamps, etc) is turning into "one block with two states" finally.

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.

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.
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

    • I'm using Modrinth as a launcher for a forge modpack on 1.20.1, and can't diagnose the issue on the crash log myself. Have tried repairing the Minecraft instillation as well as removing a few mods that have been problematic for me in the past to no avail. Crash log is below, if any further information is necessary let me know. Thank you! https://paste.ee/p/k6xnS
    • Hey folks. I am working on a custom "Mecha" entity (extended from LivingEntity) that the player builds up from blocks that should get modular stats depending on the used blocks. e.g. depending on what will be used for the legs, the entity will have a different jump strength. However, something unexpected is happening when trying to override a few of LivingEntity's functions and using my new own "Mecha" specific fields: instead of their actual instance-specific value, the default value is used (0f for a float, null for an object...) This is especially strange as when executing with the same entity from a point in the code specific to the mecha entity, the correct value is used. Here are some code snippets to better illustrate what I mean: /* The main Mecha class, cut down for brevity */ public class Mecha extends LivingEntity { protected float jumpMultiplier; //somewhere later during the code when spawning the entity, jumpMultiplier is set to something like 1.5f //changing the access to public didn't help @Override //Overridden from LivingEntity, this function is only used in the jumpFromGround() function, used in the aiStep() function, used in the LivingEntity tick() function protected float getJumpPower() { //something is wrong with this function //for some reason I can't correctly access the fields and methods from the instanciated entity when I am in one of those overridden protected functions. this is very annoying LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 0f return this.jumpMultiplier * super.getJumpPower(); } //The code above does not operate properly. Written as is, the entity will not jump, and adding debug logs shows that when executing the code, the value of this.jumpMultiplier is 0f //in contrast, it will be the correct value when done here: @Override public void tick() { super.tick(); //inherited LivingEntity logic //Custom logic LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 1.5f } } My actual code is slightly different, as the jumpMuliplier is stored in another object (so I am calling "this.legModule.getJumpPower()" instead of the float), but even using a simple float exactly like in the code above didn't help. When running my usual code, the object I try to use is found to be null instead, leading to a crash from a nullPointerException. Here is the stacktrace of said crash: The full code can be viewed here. I have found a workaround in the case of jump strength, but have already found the same problem for another parameter I want to do, and I do not understand why the code is behaving as such, and I would very much like to be able to override those methods as intended - they seemed to work just fine like that for vanilla mobs... Any clues as to what may be happening here?
    • Please delete post. Had not noticed the newest edition for 1.20.6 which resolves the issue.
    • https://paste.ee/p/GTgAV Here's my debug log, I'm on 1.18.2 with forge 40.2.4 and I just want to get it to work!! I cant find any mod names in the error part and I would like some help from the pros!! I have 203 mods at the moment.
  • Topics

×
×
  • Create New...

Important Information

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