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[1.14.4] Determining if an ItemStack can be smelted (blasted or smoked)?


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This is literally the best I have right now and its disgusting.

 

AbstractFurnaceTileEntity furn = (AbstractFurnaceTileEntity)te;
furn.setInventorySlotContents(0, stack.copy());
IRecipe<?> recipeIn = null;
if(furn instanceof BlastFurnaceTileEntity) {
	recipeIn = this.world.getRecipeManager().getRecipe(IRecipeType.BLASTING, furn, this.world).orElse(null);
}
else if(furn instanceof FurnaceTileEntity) {
	recipeIn = this.world.getRecipeManager().getRecipe(IRecipeType.SMELTING, furn, this.world).orElse(null);
}
else if(furn instanceof SmokerTileEntity) {
	recipeIn = this.world.getRecipeManager().getRecipe(IRecipeType.SMOKING, furn, this.world).orElse(null);
}
else return false;
return (recipeIn != null && !recipeIn.getRecipeOutput().isEmpty());

 

Any suggestions?

Edited by Draco18s

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, Draco18s said:

This is literally the best I have right now and its disgusting.

Agreed that is disgusting. Though I feel that the only viable alternatives at this point is also disgusting. One being to use reflection to access the recipes field or RecipeManager#getRecipes(IRecipeType<?>) in the RecipeManger so you can access the specific list/map of the recipe type you want. Or use the collection given by RecipeManager#getRecipes() and cache the recipes that you have already come across in a separate list/map so as to not iterate over every last recipe ever.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

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AbstractFurnaceTileEntity stores its IRecipeType (BLASTING, SMELTING or SMOKING) in the protected AbstractFurnaceTileEntity#recipeType field, so you could use reflection to access this instead of using those instanceof checks. This would also handle any modded furnace that extends AbstractFurnaceTileEntity.

 

 

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Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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13 hours ago, Animefan8888 said:

Or use the collection given by RecipeManager#getRecipes() and cache the recipes that you have already come across in a separate list/map so as to not iterate over every last recipe ever.

Yeah, that was the thing I definitely did *not* want to do.

 

8 hours ago, Choonster said:

AbstractFurnaceTileEntity stores its IRecipeType (BLASTING, SMELTING or SMOKING) in the protected AbstractFurnaceTileEntity#recipeType field, so you could use reflection to access this instead of using those instanceof checks. This would also handle any modded furnace that extends AbstractFurnaceTileEntity.

I was afraid that that was the alternative. I don't particularly like that much either, but it would work and be more flexible.

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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Using GL 1.3 texture combiners. Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported. Shaders are available because OpenGL 2.1 is supported. VBOs are available because OpenGL 1.5 is supported.     Using VBOs: Yes     Is Modded: Definitely; Client brand changed to 'fml,forge'     Type: Client (map_client.txt)     Resource Packs:      Current Language: English (US)     Profiler Position: N/A (disabled)     CPU: 8x 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz
    • Ethera is Recruiting!   Ethera is a custom coded rpg mmo minecraft server. We are two years into development.  The server includes;  - Custom coded, dynamic, world generation (Our world is constantly & automatically changing) - Custom coded dungeon generator and  - Upgradeable settlement system - A custom coded professions and economy system.  - We can add original, new biomes to the world while players play.   We are looking for volunteers to join our amazing, dedicated, and creative Staff Team!   We are looking for anyone with skills in: - Building ( World Edit is an asset) - Java Development/ Plugin-Development - Plugin Configuration - Discord Bot Development - Web Design and Development - Digital Art - 3D modeling and Blockbench   -We have an age requirement -Having a working microphone is mandatory.   If you are interested you can join our discord: https://discord.gg/H9akt3C Or DM :   Kalinox#0001
    • Javadocs are built off crowdsourced mappings/docs that change depending on the status of the crowdsourced projects. So, no there is no good javadocs project or website because they always change. You're more then free to build the javadocs yourself for your workspace. And/Or use your IDE's built in javadoc reader. The only/best official docs are https://mcforge.readthedocs.io/en/latest/ created by users in this repo: https://github.com/MinecraftForge/Documentation
    • right, well the trouble with creating a copy on the main thread is that the data is going to be modified as the world is running, particularly from the overworld (seeing as this chunk generator is designed to work for a specific dimension). so ideally I need the data to be the most up to date the moment I create a new chunk. That being said if the data changes while the chunk is being generated (or preferably when the region is being generated), the main thread still needs to keep track of that but I don't want the chunk generator to have its copy changed. So getting a hold of the TardisManager is done through a thread safe map atm. Getting a reference to the specific tardis required is currently done from a non-thread safe map so can I just make it a thread safe map and that will be fine. If so then real difficulty seems to be then getting all of the data from the Tardis object that map holds a reference too. As discussed the best way to do that is to try and create a copy of it in a thread safe manor for use by the chunk generator. The question obviously is how. I presume then synchronised won't help me out here as I can't make every function that writes into this data structure so I need to somehow lock the whole datastructure for writing at the start of the copy function and unlock it at the end, how do you think I might do this? If this is the case should I remove synchronised from getThreadedTardisForPos function?  
    • Nope, it definitely unloaded (checked using the debugger). I spawned the entity at -10000 / -10000. I will investigate more tomorrow though.
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