Jump to content

[1.16] How do you add recipes that depends on the ingredients?


crischu

Recommended Posts

The method I'm using to add recipes is creating json files as recommended. However this method doesn't seem ideal for working with "dynamic" recipes (meaning recipes that depends on the ingredients).

 

How would you register recipes in a way that lets you access the ingredients' information and edit the result appropriately? 

 

Edit: There is probably a guide somewhere for this, but can't find it for this version. If anyone can provide a link that would be more than enough.

 

Thanks!

Edited by crischu
Link to comment
Share on other sites

24 minutes ago, diesieben07 said:

Make your own IRecipeSerializer and IRecipe implementation.

I can't seem to find any examples of this, I'm guessing the ingredient list now goes in the "match" function of IRecipe, but most of the methods I wouldn't know how to complete, namely IRecipe.getId, IRecipe.getSerializer, IRecipe.getType, and the methods of IRecipeSerializer.

 

I think I'd need to see a minimal working example of these classes implemented.

Link to comment
Share on other sites

52 minutes ago, crischu said:

I can't seem to find any examples of this, I'm guessing the ingredient list now goes in the "match" function of IRecipe, but most of the methods I wouldn't know how to complete, namely IRecipe.getId, IRecipe.getSerializer, IRecipe.getType, and the methods of IRecipeSerializer.

 

I think I'd need to see a minimal working example of these classes implemented.

you have examples in the vanilla source code, check the Shapeless or Shaped crafting recipe classes for instance. (not the builder classes, the builders are for the data generation, and since you are writing the jsons by hand, you won't need them)

- you will need to register the serializer and use the registered instance in IRecipe#getSerializer. you can do this using deffered registers

- you'll also need to register a recipe type, and use the registered instance in IRecipe#getType. there isn't a deffered register for recipe types, so you'll need to subscribe to the RecipeSerializer registry event and use IRecipeType#register, to register the recipe type

- for IRecipe#getId you need to return the ResourceLocation that's passed to the class in the constructor.

after that you can change the type in the json to match your recipe type name (e.g.: "mymod:myrecipetype")

 

for the serializer class you'll need to handle writing and reading to packet buffers, and deserializing the json recipe's into an instance of the recipe. the vanilla classes have all examples you need to figure how these methods can be implemented.

 

Edited by kiou.23
  • Like 1
Link to comment
Share on other sites

1 hour ago, kiou.23 said:

you have examples in the vanilla source code, check the Shapeless or Shaped crafting recipe classes for instance. (not the builder classes, the builders are for the data generation, and since you are writing the jsons by hand, you won't need them)

- you will need to register the serializer and use the registered instance in IRecipe#getSerializer. you can do this using deffered registers

- you'll also need to register a recipe type, and use the registered instance in IRecipe#getType. there isn't a deffered register for recipe types, so you'll need to subscribe to the RecipeSerializer registry event and use IRecipeType#register, to register the recipe type

- for IRecipe#getId you need to return the ResourceLocation that's passed to the class in the constructor.

after that you can change the type in the json to match your recipe type name (e.g.: "mymod:myrecipetype")

 

for the serializer class you'll need to handle writing and reading to packet buffers, and deserializing the json recipe's into an instance of the recipe. the vanilla classes have all examples you need to figure how these methods can be implemented.

 

Thank you. And once I defined my recipe class how do I register it in the game?

Link to comment
Share on other sites

19 hours ago, diesieben07 said:

You only need to register the recipe serializer. And because it is an IForgeRegistryEntry you register it the same way you do any other registry entry:

https://mcforge.readthedocs.io/en/latest/concepts/registries/

I tried, but it is not recognizing my recipe type, I get "Invalid or unsupported recipe type" error message. How do I point to my recipe from the json if the recipe type I used is just IRecipeType.CRAFTING?

Link to comment
Share on other sites

5 hours ago, diesieben07 said:

The recipe type is entirely irrelevant in the JSON. The JSON needs to specify the recipe serializer, which reads the JSON and then the result of that is what determines the recipe type.

So how should the JSON look like then? Mine looked like:

{
	"type": recipeid
}

where recipe id is the one specified in IRecipe.getId. And removing the type raises "com.google.gson.JsonSyntaxException: Missing type, expected to find a string"

Link to comment
Share on other sites

26 minutes ago, diesieben07 said:

Then you need to post more of your code.

Your whole JSON file and all of your recipe and registration code. Ideally just your Mod as a Git repo.

This is the code https://github.com/crisdesivo/Elemental_Chaos, a lot of stuff is unused, I'm just trying stuff to see what works and what doesn't.

 

The recipe I'm interested in is in com.example.elementalchaos.elementalItems.recipes.RechargeRecipe.java, the registration code is in RegistryHandler, the JSON is com.example.elementalchaos.elementalItems.recipes.recharge.json, and the serializer is defined at com/example/elementalchaos/elementalItems/recipes/ModRecipes.java

Link to comment
Share on other sites

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



×
×
  • Create New...

Important Information

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