Posted August 22, 20187 yr Tying to add a property which is stored inside a tile entity to a block when the block gets crafted. I can add the property with JSON files but don't want to make hundreds of files. Hoping working on IRecipe for few days and hoping someone could point me in the right direction _factory file Spoiler { "recipes": { "tent":"com.tomtomtom09.campcraft.crafting.RecipeTents$Factory" } } RecipeTents.java Spoiler package com.tomtomtom09.campcraft.crafting; import com.google.gson.JsonObject; import com.tomtomtom09.campcraft.block.BlockTent; import com.tomtomtom09.campcraft.init.ModBlocks; import com.tomtomtom09.campcraft.init.ModItems; import net.minecraft.block.Block; import net.minecraft.init.Items; 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.potion.PotionUtils; import net.minecraft.util.NonNullList; import net.minecraft.world.World; import net.minecraftforge.common.crafting.IRecipeFactory; import net.minecraftforge.common.crafting.JsonContext; public class RecipeTents 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) { if(inv.getWidth() == 3 && inv.getHeight() == 3) { for (int i = 0; i < inv.getWidth(); ++i) { for (int j = 0; j < inv.getHeight(); ++j) { ItemStack itemStack = inv.getStackInRowAndColumn(i,j); if(itemStack.isEmpty()) { return false; } Item item = itemStack.getItem(); if(i == 1 && j == 1) { if(item != ModItems.TENTEQUIPMENT) { return false; } } } } return true; } else { return false; } } /** * Returns an Item that is the result of this recipe */ public ItemStack getCraftingResult(InventoryCrafting inv) { ItemStack itemstack = inv.getStackInRowAndColumn(1, 1); int k = 0; //tent equipment if(itemstack.getItem() != ModItems.TENTEQUIPMENT) { return ItemStack.EMPTY; } else { ItemStack itemstack1 = new ItemStack(ModBlocks.TENT_BLOCK); return itemstack1; } } public ItemStack getRecipeOutput() { return ItemStack.EMPTY; } public NonNullList<ItemStack> getRemainingItems(InventoryCrafting inv) { return NonNullList.<ItemStack>withSize(inv.getSizeInventory(), ItemStack.EMPTY); } public boolean isDynamic() { return true; } public boolean canFit(int width, int height) { return width >= 2 && height >= 2; } public static class Factory implements IRecipeFactory { @Override public IRecipe parse(final JsonContext context, final JsonObject json) { return new RecipeTents(); } } } Edited August 23, 20187 yr by tomtomtom09 Updated code Developer of CampCraft
August 23, 20187 yr 21 hours ago, tomtomtom09 said: Tying to add a property which is stored inside a tile entity to a block when the block gets crafted. I can add the property with JSON files but don't want to make hundreds of files. Hoping working on IRecipe for few days and hoping someone could point me in the right direction _factory file. Reveal hidden contents { "recipes": { "tent":"com.tomtomtom09.campcraft.crafting.RecipeTents$Factory" } } Reveal hidden contents package com.tomtomtom09.campcraft.crafting; import com.google.gson.JsonObject; import com.tomtomtom09.campcraft.block.BlockTent; import com.tomtomtom09.campcraft.init.ModBlocks; import com.tomtomtom09.campcraft.init.ModItems; import net.minecraft.block.Block; import net.minecraft.init.Items; 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.potion.PotionUtils; import net.minecraft.util.NonNullList; import net.minecraft.world.World; import net.minecraftforge.common.crafting.IRecipeFactory; import net.minecraftforge.common.crafting.JsonContext; public class RecipeTents 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) { if(inv.getWidth() == 3 && inv.getHeight() == 3) { for (int i = 0; i < inv.getWidth(); ++i) { for (int j = 0; j < inv.getHeight(); ++j) { ItemStack itemStack = inv.getStackInRowAndColumn(i,j); if(itemStack.isEmpty()) { return false; } Item item = itemStack.getItem(); if(i == 1 && j == 1) { if(item != ModItems.TENTEQUIPMENT) { return false; } } } } return true; } else { return false; } } /** * Returns an Item that is the result of this recipe */ public ItemStack getCraftingResult(InventoryCrafting inv) { ItemStack itemstack = inv.getStackInRowAndColumn(1, 1); int k = 0; //tent equipment if(itemstack.getItem() != ModItems.TENTEQUIPMENT) { return ItemStack.EMPTY; } else { ItemStack itemstack1 = new ItemStack(ModBlocks.TENT_BLOCK); int size = ModItems.TENTEQUIPMENT.getMetadata(k); if (size != -1) { k = size; } NBTTagCompound nbtTagCompound = new NBTTagCompound(); nbtTagCompound.setInteger("tentSize", k); return itemstack1; } } public ItemStack getRecipeOutput() { return ItemStack.EMPTY; } public NonNullList<ItemStack> getRemainingItems(InventoryCrafting inv) { return NonNullList.<ItemStack>withSize(inv.getSizeInventory(), ItemStack.EMPTY); } public boolean isDynamic() { return true; } public boolean canFit(int width, int height) { return width >= 2 && height >= 2; } public static class Factory implements IRecipeFactory { @Override public IRecipe parse(final JsonContext context, final JsonObject json) { return new RecipeTents(); } } } If you can make them in JSON, do. This is so that they can be disabled by data packs in 1.13, and allow customisation of your mod. If you’ve got a lot of recipes, write some code to do it for you! Your a programmer, you have god powers! About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
August 23, 20187 yr Author 16 minutes ago, Cadiboo said: If you can make them in JSON, do. This is so that they can be disabled by data packs in 1.13, and allow customisation of your mod. If you’ve got a lot of recipes, write some code to do it for you! Your a programmer, you have god powers! I've got a lot of customisation in one block would be too many json files to even think about. With this IRecipe file would make it easier to create the recipes, I just can't figure out how to get it to craft my block. Do I need to register the RecipeTents file anywhere else? Developer of CampCraft
August 23, 20187 yr 3 hours ago, tomtomtom09 said: Do I need to register the RecipeTents file anywhere else? The recommended way of adding recipes is with a JSON, why would it be too many? Create them with code if that is easier. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 24, 20187 yr 13 hours ago, tomtomtom09 said: I've got a lot of customisation in one block would be too many json files to even think about. With this IRecipe file would make it easier to create the recipes, I just can't figure out how to get it to craft my block. Do I need to register the RecipeTents file anywhere else? If it’s something like dyeing/repairing armor or making fireworks, use code. If it’s _anything_ else use json About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
August 24, 20187 yr Just now, diesieben07 said: No. Use JSON, period. Custom factories exist for a reason. How would you implement repairing armor with json? About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
August 24, 20187 yr Author 19 hours ago, Animefan8888 said: The recommended way of adding recipes is with a JSON, why would it be too many? Create them with code if that is easier. Got a lot of stored types inside the block which creates a different tent depending on the crafting input. Just an example of the planning. Spoiler JUNGLE TENT JUNGLE BED FENCE 1 TORCH 1 GLASS BLOCK 1 SIZE SMALL.json file "BlockEntityTag" { "TentType":Jungle "BedType":Jungle "FenceType":1 "TorchType":1 "TentSize":Small "WindowBlock":White } SIZE MEDIUM SIZE LARGE GLASS BLOCK 2 GLASS BLOCK 3 - 34 TORCH 2 TORCH 3 TORCH 4 TORCH 5 FENCE 2 FENCE 3 FENCE 4 FENCE 5 FENCE 6 FENCE 7 DESERT TENT TUNDRA TENT NETHER TENT PINK TENT YELLOW TENT BROWN TENT BLACK TENT BLUE TENT GREEN TENT 9 hours ago, diesieben07 said: You implement IRecipeFactory to produce an IRecipe that does the repairing based on input from JSON. You could then specify the type of armor the recipe works with in JSON. Of course you need actual code to handle the logic of the recipe, but the registration happens through JSON. thank you, hopefully I can work it out Developer of CampCraft
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