Jump to content

Recommended Posts

Posted

Hello,

 

I'm trying to add the log variants in my recipes, which have to be in code form because it doesn't  work with JSON.

I tried (Blocks.LOG, 1, 2) and Item stack (not working because of Ingredient[]{}.

 

public class CraftingInit {
	public static void init() {
		
		GameRegistry.addSmelting(BlockInit.kryptonite_ore, new ItemStack(ItemInit.kryptonite, 1), 0.2f);
		GameRegistry.addSmelting(BlockInit.kryptonite_ore_nether, new ItemStack(ItemInit.kryptonite, 1), 0.2f);
		GameRegistry.addSmelting(BlockInit.kryptonite_ore_end, new ItemStack(ItemInit.kryptonite, 1), 0.2f);
		
		GameRegistry.addShapelessRecipe(new ResourceLocation("almightyelement:stripped_log_birch"), new ResourceLocation("almightyelement:stripped_log_birch"), new ItemStack(BlockInit.stripped_log_birch, 1), new Ingredient[]{Ingredient.fromItem(Item.getItemFromBlock(Blocks.LOG)), Ingredient.fromItem(ItemInit.saw)});
		GameRegistry.addShapelessRecipe(new ResourceLocation("almightyelement:stripped_log_oak"), new ResourceLocation("almightyelement:stripped_log_oak"), new ItemStack(BlockInit.stripped_log_oak, 1), new Ingredient[]{Ingredient.fromItem(Item.getItemFromBlock(Blocks.LOG)), Ingredient.fromItem(ItemInit.saw)});
		GameRegistry.addShapelessRecipe(new ResourceLocation("almightyelement:stripped_log_dark_oak"), new ResourceLocation("almightyelement:stripped_log_dark_oak"), new ItemStack(BlockInit.stripped_log_dark_oak, 1), new Ingredient[]{Ingredient.fromItem(Item.getItemFromBlock(Blocks.LOG)), Ingredient.fromItem(ItemInit.saw)});
		GameRegistry.addShapelessRecipe(new ResourceLocation("almightyelement:stripped_log_spruce"), new ResourceLocation("almightyelement:stripped_log_spruce"), new ItemStack(BlockInit.stripped_log_spruce, 1), new Ingredient[]{Ingredient.fromItem(Item.getItemFromBlock(Blocks.LOG)), Ingredient.fromItem(ItemInit.saw)});
		GameRegistry.addShapelessRecipe(new ResourceLocation("almightyelement:stripped_log_jungle"), new ResourceLocation("almightyelement:stripped_log_jungle"), new ItemStack(BlockInit.stripped_log_jungle, 1), new Ingredient[]{Ingredient.fromItem(Item.getItemFromBlock(Blocks.LOG)), Ingredient.fromItem(ItemInit.saw)});
		GameRegistry.addShapelessRecipe(new ResourceLocation("almightyelement:stripped_log_acacia"), new ResourceLocation("almightyelement:stripped_log_acacia"), new ItemStack(BlockInit.stripped_log_acacia, 1), new Ingredient[]{Ingredient.fromItem(Item.getItemFromBlock(Blocks.LOG)), Ingredient.fromItem(ItemInit.saw)});

		
	}

Is there another way to do this? Or a way I could include the variants.

 

Thanks in advance.

Posted
  On 11/3/2018 at 5:55 PM, AlmightyElement said:

Is there another way to do this? Or a way I could include the variants.

Expand  

Use Json and make custom IIngredientFactory or an IRecipeFactory.

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.

Posted (edited)
  On 11/3/2018 at 6:26 PM, Animefan8888 said:

Use Json and make custom IIngredientFactory or an IRecipeFactory.

Expand  

What would you need a custom factory for? This is perfectly acheivable with MC's default factories - see here and here.

 

@AlmightyElement

Either use OreDictonary if you want all logs to be accepted from all mods(that register their logs to the dictionary that is) or specify two items in your ingredient(example) because the game has 2 separate items that represent itemblocks for logs for whatever reason with the data set to the wildcard value.

Edit: if you want a separate result per log then you will need one recipe per log, with the data property being incremented by one for each variant. And yes 2 of your recipes will have a different item name than the other 4(for vanilla)

Edited by V0idWa1k3r
  • Thanks 1
Posted
  On 11/4/2018 at 7:55 PM, V0idWa1k3r said:

What would you need a custom factory for?

Expand  

He didnt specify what he was trying to accomplish. So I gave him a vague answer. I should've said "Use Json and make custom IIngredientFactory or an IRecipeFactory if you need to."

 

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.

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

    • Make a test with another Launcher like the Curseforge Launcher, MultiMC or AT Launcher
    • can anyone help me i am opening forge and add modpacks and then it says unable to update native luancher and i redownlaod java and the luancher it self?
    • The problem occurs also in 1.20.1 Forge, but with an "Error executing task on client" instead. I have "Sinytra Connector" installed. On 1.21.5 Fabric, there is no problem. When this happens, the chat message before the death screen appears gets sent, with an extra dash added.
    • Well, as usual, it was user error. Naming mismatch in sounds.json.  Please delete this post if you find it necessary. 
    • Hello Forge community.  I'm running into an issue with a mod I'm working on.  To preface, I can call /playsound modId:name music @a and I can hear the sound I registered being played in game. Great!  However, I cannot get it to trigger via my mod code.    Registration: public static final RegistryObject<SoundEvent> A_WORLD_OF_MADNESS = SOUND_EVENTS.register("a_world_of_madness", () -> new SoundEvent(new ResourceLocation("tetheredsouls", "a_world_of_madness")));   Playback: Minecraft mc = Minecraft.getInstance(); if (!(mc.player instanceof LocalPlayer) || mc.level == null) return; LocalPlayer player = (LocalPlayer) mc.player; BlockPos pos = player.blockPosition(); SoundEvent track = ModSounds.A_WORLD_OF_MADNESS.get(); System.out.println(track); System.out.println(pos); System.out.println(player); // play exactly like the tutorial: client-only, at the player's position try { mc.level.playLocalSound( player.getX(), player.getY(), player.getZ(), track, SoundSource.MUSIC, // Or MASTER if needed 1f, 1f, false ); System.out.println("[DEBUG] playSound success: " + track.getLocation()); } catch (Exception e) { System.err.println("[ERROR] Failed to play sound: " + track.getLocation()); e.printStackTrace(); } Sounds.json:   { "theme_of_laura": { "category": "music", "sounds": [ { "name": "tetheredsouls:a_world_of_madness", "stream": true } ] } } Things I have tried: - multiple .ogg files. Short .ogg files (5 seconds, <100KB).  - default minecraft sounds imported from import net.minecraft.sounds.SoundEvents; These work given my code. No idea why these are different.  - playSound() method, as well as several others in past iterations that did not work   I would be forever grateful if somebody could point me in the right direction. I've looked at several mod github repositories and found extremely similar code to what I'm doing. I've also found several threads in this forum that did not solve my issue. I just cannot figure out what I'm doing differently, and why I'm able to queue sounds manually with playsound but the code won't play it (despite confirming the code is being run with the debug statements.)
  • Topics

×
×
  • Create New...

Important Information

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