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Posted (edited)

So, my .JSON recipe has been through a syntax validator and has passed, 

It's located in assets.modid.recipes and uses sticks and diamonds - which have no other state which has to be defined. 

i'm running it on 1.12.2, but i have tried this recipe with and without "data": 0 tags.

 

No exceptions are thrown, no errors are logged.

 

My only thoughts are that the output sword has a health state which needs to be defined somehow, or the recipe is not being read as indicated by the lack or error.

 

What is going on here?

 

Here's the obligatory code dump:

 
{
    "type": "crafting_shaped",
    "pattern": [
        "///",
        " D ",
        " D "
    ],
    "key": {
        "/": {
            "item": "minecraft:stick"
        },
        "D": {
            "item": "minecraft:diamond"
        }
    },
    "result": {
        "item": "minecraft:wooden_sword",
        "count": 1
    }
}


 

 

 

Edited by Shinkson47
Posted (edited)

Wrong subforum.

 

12 minutes ago, Shinkson47 said:

So, my .JSON recipe has been through a syntax validator and has passed, 

 

This statement is incorrect, the json you've provided doesn't have a correct syntax. You have extra commas in your ingredient definitions. You might have used a bad json validator, use something like jsonlint

Edited by V0idWa1k3r
Posted (edited)

Yeah, i realised a little too late.

 

Those stray bois were left from when i removed the data tags, even with them removed it does not work.

 

jsonlint was the one i used, but that was before i messed around with the data tags as a troubleshooting method.

Edited by Shinkson47
Posted

Since you have not specified a modid for the recipe type the crafting manager tries to find a recipe type of modid:crafting_shaped which fails. Specify your recipe type with a modid prefix according to the mod that provides the recipe, in your case it would be minecraft:crafting_shaped

Posted

I didn't know that, but i've tried again with the modid:craftingMethod, but still no avail.

 

I was going to ask:

 

Quote

it there is any way to see that a recipe read has occurred, and that there isn't some other problem that's preventing it from being read?

But with the modid, it threw an exception stating that 'minecraft:stick' was not a valid item, and after a few minutes of hard staring and just rebuilding it with no change, it decided it now knows what a stick is.

 

And with that, it's functional.

 

'Thanks for your help, and sorry for my clutter in the wrong subform.

Posted
1 hour ago, V0idWa1k3r said:

Wrong subforum.

Thread Moved

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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