Jump to content

Recommended Posts

Posted (edited)

Hello there!

In my new Mod i tried to create an custom craftingtable(in my case the welding table) with own recipes. I used a outdated tutorial(because i cant find a new one :/) and ran into some errors.

In the new versions of Minecraft is no 'CraftingManager.getInstance' and i can't figure out how to do the RecipeHandler. I already created the GUI but don't know if it works.
 

package boyx.rsreboot.handler.recipe;

import java.util.ArrayList;
import java.util.List;

import boyx.rsreboot.RSReboot;
import boyx.rsreboot.gui.WeldingAddedRecipes;
import boyx.rsreboot.gui.WeldingAdjustedRecipes;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.item.crafting.CraftingManager;
import net.minecraft.item.crafting.IRecipe;
import net.minecraft.item.crafting.Ingredient;
import net.minecraft.item.crafting.ShapedRecipes;
import net.minecraft.item.crafting.ShapelessRecipes;
import net.minecraft.util.NonNullList;
import net.minecraftforge.common.crafting.CraftingHelper.ShapedPrimer;
import net.minecraftforge.oredict.ShapedOreRecipe;
import net.minecraftforge.oredict.ShapelessOreRecipe;

public class WeldingRecipeHandler {
	
    public Item theItem = null;

    public WeldingAdjustedRecipes weldingAdjustedRecipes = new WeldingAdjustedRecipes();
    
    public WeldingRecipeHandler()
    {
        
    }
    
    public ItemStack[] getDeconstructResults(ItemStack parItemStack)
    {
        // DEBUG
        System.out.println("Looking for deconstructing a recipe for "
              + parItemStack.getUnlocalizedName());
        
        // Allow recipes for some vanilla items that normally don't have recipes
        theItem = parItemStack.getItem();
        if (WeldingAddedRecipes.shouldAddRecipe(theItem))
        {
            return WeldingAddedRecipes.getCraftingGrid(theItem);
        }

        // check all recipes for recipe for Itemstack
        List<?> listAllRecipes = CraftingManager.getInstance().getRecipeList();
                
        for(int i = 0;i<listAllRecipes.size();i++)
        {
            IRecipe recipe = (IRecipe) listAllRecipes.get(i);
            if(recipe != null)
            {
                ItemStack recipeKeyItemStack = recipe.getRecipeOutput();
                if(recipeKeyItemStack!=null)
                {
                    if (recipeKeyItemStack.getUnlocalizedName().equals(
                          parItemStack.getUnlocalizedName()))
                    {
                        return getCraftingGrid(recipe);
                    }
                }
            }
        }
        return null;
    }
    
    public ItemStack[] getCraftingGrid(IRecipe parRecipe)
    {
        // Initialize the result array
        ItemStack[] resultItemStackArray = new ItemStack[9];
        for(int j = 0;j<resultItemStackArray.length;j++)
        {
            resultItemStackArray[j] = null;
        }
        
        if (parRecipe instanceof ShapedRecipes)
        {
            // DEBUG
            System.out.println("getCraftingGrid for shaped recipe");
            ShapedRecipes shaped = (ShapedRecipes)parRecipe;
            for(int j = 0;j<shaped.recipeItems.length;j++)
            {
                resultItemStackArray[j] = shaped.recipeItems[j];
            }
        }
        
        if (parRecipe instanceof ShapelessRecipes)
        {
            // DEBUG
            System.out.println("getCraftingGrid for shapeless recipe");
            ShapelessRecipes shapeless = (ShapelessRecipes)parRecipe;
            for(int j = 0;j<shapeless.recipeItems.size();j++)
            {
                resultItemStackArray[j] = (ItemStack) shapeless.recipeItems.get(j);
            }
        }
        
        if (parRecipe instanceof ShapedOreRecipe)
        {
            // DEBUG
            System.out.println("getCraftingGrid for shaped ore recipe");
            ShapedOreRecipe shaped = (ShapedOreRecipe)parRecipe;
            for(int j = 0;j<shaped.getInput().length;j++)
            {
                if(shaped.getInput()[j] instanceof ItemStack)
                    resultItemStackArray[j] = (ItemStack) shaped.getInput()[j];
                }
                else if(shaped.getInput()[j] instanceof List)
                {
                    Object o = ((List) shaped.getInput()[j]).get(0);
                    if(o instanceof ItemStack)
                    {
                        resultItemStackArray[j] = (ItemStack)o;
                    }
                }
            }
        }
        
        if (parRecipe instanceof ShapelessOreRecipe)
        {
            ArrayList shapelessArray = ((ShapelessOreRecipe)parRecipe).getInput();
            // DEBUG
            System.out.println(
                  "getCraftingGrid for shapeless ore recipe with input array size = "
                  + shapelessArray.size());
            for(int j = 0; j<shapelessArray.size(); j++)
            {
                if(shapelessArray.get(j) instanceof ItemStack)
                {
                    resultItemStackArray[j] = (ItemStack) shapelessArray.get(j);
                }
                else if(shapelessArray.get(j) instanceof List)
                {
                    Object o = ((List)shapelessArray.get(j)).get(0);
                    if(o instanceof ItemStack)
                    {
                        resultItemStackArray[j] = (ItemStack)o;
                    }
                    else
                    {
                        // DEBUG
                        System.out.println("But list element is not an ItemStack");
                    }
                }
            }
        }

        if (RSReboot.allowPartialDeconstructing)
        {
        return weldingAdjustedRecipes.adjustOutputQuantities(resultItemStackArray, 
              parRecipe.getRecipeOutput());
        }
        else
        {
            return resultItemStackArray;
        }
    }
}

Do you guys got any answers or better got a up to date tutorial on how to do own custom crafting tables?
Thanks.

Edited by boyx_

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

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

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