Jump to content

Recommended Posts

Posted

I have been making my own mod and had the recipes working in the mod_* file  but i wan to know how i can take the recipes our and put them into there own .class to make thing easier on me 

 

THANKS

 

 

 

hope u understand me

Posted

There's probably a way... But if you're having trouble finding them, why not use comments to keep track of where certain ones are? Leaving comments to split up and organize things can be quite helpful. There are three types of comments that I know of. I'll give some examples below. :o

 

 

//Full-line comments, like this... These come out green, and cannot hold code on the same line

/*Green comments with an explicit end, so you can type code on the same line before or after*/ This.IsWhere("We Put Code"); /*Another comment*/

/**Same as the above, except these are blue**/ This.IsWhere("We Put Code"); /**Another blue comment!**/

 

They'd display something like this:

 

//Full-line comments, like this... These come out green, and cannot hold code on the same line

/*Green comments with an explicit end, so you can type code on the same line before or after*/ This.IsWhere("We Put Code"); /*Another comment*/

/**Same as the above, except these are blue**/ This.IsWhere("We Put Code"); /**Another blue comment!**/

 

 

The ones where you can define an end can be spread over multiple lines, so you could make them say something like this:

 

 

/**

===========================

======= BLOCKS RECIPES =======

===========================

**/

 

//Example Block

ModLoader.addRecipe(new ItemStack(exampleBlock, 1), new Object [] {"##", "##", Character.valueOf('#'), Item.lightStoneDust});

 

/**

=========================

======= ITEM RECIPES =======

=========================

**/

 

/*Example Item*/ ModLoader.addRecipe(new ItemStack(exampleItem, 1), new Object [] {"# #", " # ", Character.valueOf('#'), Item.ingotIron});

 

 

There are tons of ways you can use them for separation/organization. And they're for your eyes only. The game can't see them. I hope that helps a bit. :)

 

 

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

Posted

In you mod_xxx put in your load() this

public void load()
{
     YOURRECIPECLASS.getRecipes()
}

 

In you Recipe Class make a function like so

 

public static void getRecipes()
{
//Recipes go here
}

Posted

Next Question

 

How do i set up my work space to Generate my terrain  but through another file

 

basically the same way that you use the

 

getRecipes()

 

command

 

how do i do this for Generating terrain

 

and

 

Structures (if possible)

Posted

just do the same thing, but in the generateSurface() override.

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Posted

in the mod_XXX file, add a generateSurface(...) method. In it, just do

OTHERGENCLASS.generateStuff(...);

Figure it out, or learn more java.

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

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

    • Please read the FAQ and post logs as described there.
    • Upon starting the server I get; [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [     Framework (framework) has failed to load correctly §7java.lang.NoClassDefFoundError: net/minecraft/client/gui/components/toasts/Toast ] I suspect there is a (possibly a few) client-only mods installed on my server. Any help would be appreciated! (Yes I know there are a lot of mods...) Here is the crash log:   https://paste.ee/p/pRz5mhMl#s=0
    • That's basically what the failure does, my apologies for failing to specify.  It just tries again on the next tick until it detects the entities for that chunk are loaded, and then tries to load the entity.  From there it gets into different failure states depending on what goes wrong, but in short, if the entity fails to load once the entity list becomes available, the request is cleared and must be resubmitted by the end user.  There should be few cases where that actually happens. Yes, that is my understanding of forceloading.  That's why on a successful summon, it removes the forceload.  Otherwise it does just leave the chunks loaded long term. Thank you for your help, any knowledge is useful!  I don't often mess with forceloading and my prior experience is 1.16 so I'm also a bit out of my depth haha.
    • I will have to do more research about 1.18 chunk loading. You were unclear about how your code manages with the entity load failure. If you simply used a loop, I suggest submitting a tick task to the next tick which does the same thing, checking if the entities are loaded and if so teleporting the right one else submitting another tick task etc. Also I think forceloading permanently force loads the chunk, and it only starts to unload when you make a subsequent call to mark the chunk as not forceloaded. I may be completely wrong, I dont know much about 1.18, most of my experience is 1.20. Good luck I hope you figure it out after all this time 😅
    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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