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Posted

This isn't a specific issue I'm having; rather, I'm looking for some general advice about how to avoid conflicts with other mods. I'd like to add some smelting recipes for vanilla blocks that normally don't have them. Specifically, one of these is a smelting recipe for soul sand. Now, I know several other popular mods already add their own recipes for soul sand smelting. So what's the best way to deal with that conflict? I want my mod's smelting result to be obtainable by smelting soul sand, but I don't want to step on another mod's toes and remove their recipe.

Whatever Minecraft needs, it is most likely not yet another tool tier.

Posted

Do the other mods that add this recipes have a common outcome? Like an OreDictionary thing? Then in those cases you could add your recipes using oredictionary and remove your recipe in case X mod is also running on the pack.

Other idea could be create an intermediate block, like Soul Sand + Gravel + Sand and use that block to smelt into your item.

Posted
17 hours ago, American2050 said:

Do the other mods that add this recipes have a common outcome? Like an OreDictionary thing? Then in those cases you could add your recipes using oredictionary and remove your recipe in case X mod is also running on the pack.

Other idea could be create an intermediate block, like Soul Sand + Gravel + Sand and use that block to smelt into your item.

Well, they add some type of soul glass, usually, but mine is going to have special properties that others don't, so ore dicting it won't work well. For more info: my version of smelted soul sand will be Spirit Glass, which can be placed as a block and also crafted into armor. Wearing the armor allows you to walk through the block as though it wasn't there. So it's like XU's Ethereal Glass, except whether it's solid or not is based on whether the player/mob is wearing the armor, meaning you can equip the armor to other mobs and let them pass through the glass, too.
 

21 hours ago, Aarilight said:

I wouldn't remove their recipe unless you are explicitly trying to make the mods work together. Let the end user deal with conflicts via crafttweaker. That's just my opinion tho.

I might just do this. Putting the onus on the modpack maker instead of trying to fix conflicts with a potentially unknown number of mods is probably much better. Thanks :)

Whatever Minecraft needs, it is most likely not yet another tool tier.

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