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Recipes do not override OreDictionary ones


jt9

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So I have registered a block with the Ore Dictionary for it to work with vanilla recipes, but I also have another recipe using that block that matches the pattern of the vanilla recipe. As a result, the vanilla recipe takes priority over the mod's recipe. Has anyone run into this problem before and found a solution?

 

Here is my GitHub repo if needed: https://github.com/mc-jt9/ProjectVibrantJourneys

I've been prepping for 1.13 by adding in unique trapdoors/buttons/pressure plates for some wood types in the mod since vanilla versions were added in 1.13 and ran into this issue.

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4 hours ago, jt9 said:

So I have registered a block with the Ore Dictionary for it to work with vanilla recipes, but I also have another recipe using that block that matches the pattern of the vanilla recipe. As a result, the vanilla recipe takes priority over the mod's recipe. Has anyone run into this problem before and found a solution?

 

Here is my GitHub repo if needed: https://github.com/mc-jt9/ProjectVibrantJourneys

I've been prepping for 1.13 by adding in unique trapdoors/buttons/pressure plates for some wood types in the mod since vanilla versions were added in 1.13 and ran into this issue.

Not sure I fully understand, but I believe that Ore Dictionary is going to be replaced by the 1.13 Vanilla Tag system

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The problem is that I have planks registered in the OreDictionary to work with vanilla recipes that use planks, but I also have a separate recipe that uses the planks and that recipe matches one of the vanilla recipes, but with a different output. The intention was to have this new recipe replace the vanilla one, but it doesn't.

For example, 1.13 adds in buttons for each type of wood. I've done that too in the mod and added in the recipe for that button. However, putting one of the mod's planks gives the vanilla button since the planks are registered in the OreDictionary as "plankWood".

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So OreDictionary is overriding your mod's recipes? This is a pretty unique problem that will probably be solved with data packs in 1.13, I'm not sure you could change this without modifying (with Reflection? or a CoreMod?) stuff in the Recipe registry like CraftingManager.getMatchingRecipeFor, which kinda defeats the whole point of JSON recipes which is to make everything dynamic and customisable

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3 hours ago, jt9 said:

The intention was to have this new recipe replace the vanilla one, but it doesn't. 

https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/hardlib/util/RecipesUtils.java#L100-L107

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26 minutes ago, Draco18s said:

I thought of doing something similar to this, but then I realized it would result in removing the recipe for the vanilla button. The current vanilla recipe uses "plankWood" from the OreDictionary to make a wooden button. I have my mod's planks registered under "plankWood" so they can be crafted into sticks, chests, etc. However, 1.13 added in buttons for each wood type so I did too. The problem is that now the crafting recipe for the mod's button is overridden by the OreDictionary's recipe, which only exists because 1.12 does not have different wooden buttons yet. It works for doors and boats because there are already different boats for each type of wood in 1.12, so the recipes do not need to access from the OreDictionary. I can't remove the recipe because then you wouldn't be able to craft a wooden button :/

 

Now I could just change the recipe slightly, but I'll just wait for 1.13 which will take those recipes off the OreDictionary system.

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33 minutes ago, jt9 said:

However, 1.13 added in buttons for each wood type so I did too.

Ignore the fuck out of this until you're actually on 1.13, the fact that 1.13 has wood-specific buttons, but 1.12's recipes don't support it is fucking irrelevant. You're modding for 1.12, so follow the 1.12 rules:

 - let your wood get crafted into a generic wood button

 - use a different recipe for different outputs

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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3 hours ago, jt9 said:

Yeah, I figured. Was just hoping to see a workaround, but as I mentioned earlier I'll just leave it be until it gets updated to 1.13.

Well if I am not mistaken you could remove the recipe add your recipe and then add the old recipe back and that might fix your problem. This would be because it would find your recipe first in the for loop.

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58 minutes ago, jt9 said:

Nah, I'll leave it for 1.13. I'm following the 1.12 rules after all :)

 

I mean it's a button, a pressure plate, and a trapdoor. It's not a big concern for me, it can wait.

I assume your modifying your mod in 1.12.2 in preparation for 1.13?

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2 minutes ago, Cadiboo said:

I assume your modifying your mod in 1.12.2 in preparation for 1.13?

Yep. Flattened everything and all that, which made me realize how ridiculous it was to cram so many properties into a single block. I searched up all the wood items I would need to add to be consistent with vanilla and saw the buttons, pressure plates, and trapdoors, not realizing they were added in 1.13. The mod has been in development for about a month and is the first one I've worked on for over a year. Its first completed build will be released soon!

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