The Meaning of Life, the Universe, and Everything.
Join Date:
3/15/2013
Posts:
154
Minecraft:
duckingcreepers
Member Details
Alchemical Reactions is a mod I created with the intent of adding a balanced form of alchemy to Minecraft. Since I can't find a 1.6.4 version of Equivalent Exchange 3 and its balance is questionable, I figured I'd take a whirl at coding my own. This is my first mod, if you were wondering. This mod crams an absurd amount of functionality into powerful items called reactants. The mod is designed to have as vanilla a feel as alchemy can possibly have. Using the mod, you can convert those stacks upon stacks of useless cobble into just about everything from the vanilla game! Item IDs for everything and output quantity of the Arcanum and Solum Reactant recipes are configurable.
I would like to thank Rhodox, creator of the Painterly Pack for granting permission for me to use Painterly textures for my mod. I was originally going to make a mod called More Materials that used them, but I've had so many ideas for the reactant system that I decided it would probably be best to focus my modding efforts here. Reactants have the potential to do so many things. Including creating snazzy new building materials. Anyways, go check out Painterly. It lets you customize your own pack from an insane number of options. How awesome is that?
Version 1.2 now available!. I'm also overhauling the documentation, so the thread will not show the changes for quite a while. 1.2 does contain stuff, worry not. I've been busy. Check downloads and the changelog for info for now.
New Items:
Arcanum Shard: An Arcanum Shard is necessary for the creation of Arcanum Reactant. It is crafted with a single ender pearl in a crafting table. Future versions will require four solum reactant surrounding an ender pearl.
Arcanum Reactant: Arcanum Reactant can alchemize items to a higher tier within the Minerals, Mob Drops, and Plants alchemy trees. It is crafted by surrounding an Arcanum Shard with four gold nuggets.
Minor Arcanum Reactant: Minor Reactant is the lesser form of the Arcanum Reactant. It is used to exchange equivalent items within the Minerals, Mob Drops, and Plants trees. It is crafted with a single Arcanum Reactant.
Solum Reactant:
Solum Reactant performs a similar function to the Arcanum Reactant. It can alchemize items to a higher tier exclusively within the Blocks alchemy tree. It is crafted with a dirt and a gold nugget.
Minor Solum Reactant:
Minor Solum Reactant is the lesser form of the Solum Reactant. It is crafted with a single Solum Reactant.
Alchemized Bedrock: Alchemized Bedrock is the top tier item in the blocks alchemy tree. I wanted to make Bedrock the top tier, but I also didn't want to be introducing an unbreakable building material. Alchemized Bedrock is the ultimate building material for the semi-vanilla single player game because its blast resistance is insane (5 times that of obsidian!), and it breaks faster than Obsidian, making it more forgiving if you make a mistake while building. Requires a diamond pickaxe or better to mine it once placed (Mining Level 3). Don't worry, regular worldgen bedrock stays the same. It is crafted with a solum reactant and either two end stone or two obsidian.
Alchemy Recipes: If I were to post all the Alchemy Recipes here, I would need over 50 NEI screenshots. So, rather than go through the aggravation of cropping and uploading 50 screenshots, I decided I would compile all the Alchemy Recipes into a nice Prezi with tree diagrams to show all of the Alchemy Recipes. A quick note before you look at it, the diagram is a little vague on the concept of tiers. A tier is a group of items in an Alchemy Tree that are equivalent for all intents and purposes. You can cycle through them using Minor Reactant, and the recipes for the next tier can use any of the items in that tier. For instance, Coal can be crafted using 4 of any of the 5 dyes in the tier, and Iron Ingots can be crafted using 4 Coal or 4 Nether Quartz. It doesn't matter which. Sorry if I confused anyone. The Prezi does not fully reflect the 1.1 changes yet.
I also highly recommend you run chicken_bones's mod Not Enough Items alongside Alchemical Reactions. Gives you an easy in-game recipe reference by simply right clicking reactants in NEI.
Or you could put it in cheat mode and give yourself some Alchemized Bedrock, if you're one of THOSE people.
Downloads:
This is a forge mod, so once you have forge installed, just drop the zip in your mods folder, it'll generate the config, and you'll be ready to go! The mod was built with Forge version 9.11.1.965, the latest and probably final version for Minecraft 1.6.4. It seems to work with older versions since the mod isn't super complicated as far as game engine functionality goes, but I recommend using that version (or newer, if they update 1.6.4 forge again) just in case.
Changelog:
v1.2.3
• Primum Reactant and Primal Matter finally works as intended.
v1.2.2
• Fixes a few errors in the plants alchemy tree.
v1.2.1
• Fixes a syntax error that made Primum Reactants uncraftable. Woops.
v1.2
• Added Incendium Shard + Reactant. (Acts like a furnace for vanilla smelting recipes)
• Added Pulverum Shard + Reactant.
• Added Pulverum Ores for configurable ore multiplication.
• Added Primum Shard + Reactant.
• Added Primal Matter and mineral infused Primal Matter, the essence from which the world is built. Or so I would have you believe.
v1.1
• Added Arcanum Shard.
• Alchemical Reactant renamed to Arcanum Reactant.
• Minor Reactant renamed to Minor Arcanum Reactant.
• New crafting recipe for Arcanum Reactant.
• Itemstack overflow glitch from recipe outputting 128 reactant fixed.
• Added Solum Reactant.
• Added Minor Solum Reactant.
• Added configuration for Solum Reactant recipe output.
• Blocks tree now uses Solum Reactant and Minor Solum Reactant in the same way the other trees use Arcanum and Minor Arcanum Reactant.
v1.0
• Initial Release
Planned Features:
I figured I would add a list of planned features so I could get feedback from you guys about ideas I have for future versions. Post feedback on these ideas if you have any. It helps a lot to hear from you.
Alchemical Flasks:
Special glass flasks that can hold up to ten stacks of major reactant, or eighty stacks of minor reactant. Adding a major reactant adds eight durability, adding a minor reactant adds one durability.
Incendium Reactant:
Scalprum Reactant:
A fancy shmancy way to create ingots from things that don't normally have ingots (redstone, lapis, obsidian), as well as some use in building material stuff. Idea is still in very early development.
Illustrum Reactant:
Did you know there were alternative Minecraft universes where everything looks different? Me neither. I was originally going to make this a mod called More Materials, but it could add a lot to the reactant system. Crafting it with certain building materials would allow you to get aesthetic alternatives using painterly textures. Blue Netherrack, Yellow Clay Bricks, etc.
Mod Integration:
I would love to make Alchemy support for other mods, but I'm not really sure how to go about it. Any feedback on how to do this is highly appreciated. I know I definitely want to integrate Thermal Expansion and Tinker's Construct items at some point. Also thinking about integrating Natura and Magical Crops.
I'm not sure whether to give each mod its own tree, or to make the mod trees branch off the existing ones wherever it makes sense. I really need input on this. Also need input on whether to give mods their own reactants, or use Arcanum, or have some shared mod reactant... I want to make this cool. I just need to figure out how.
Compatibility: As far as I've seen in my experiments, Alchemical Reactions works perfectly alongside all other mods. As far as specific integration goes, I'll integrate items from other mods if you guys want me to. If I get enough requests to integrate a certain mod, I'll do it.There's no specific integration coded for it since it doesn't add any items, but I highly recommend that you run Not Enough Items by ChickenBones alongside Alchemical Reactions for easy recipe reference. Or cheating in Alchemized Bedrock, if you're one of THOSE people.
To other modders: You are free to decompile the mod, examine the code, create your own spin-off version of the mod, etc. All I ask is that if you redistribute the mod or your spin-off version of it, you do not make money off of it and you provide a link back to this thread or my youtube channel. I'll release the source code if there's anyone that really wants it.
To Modpack authors:You do not need my permission to include Alchemical Reactions in your modpack. All I ask is that you do not make any money off the pack's download (no ad.fly, etc.), and you provide a link back to this thread or my youtube channel. However, if you do include the mod in a modpack, I would love to hear it. It makes me happy to know people enjoy my stuff. I'll add your pack and a link to it to the list below if I hear it includes Alchemical Reactions.I hope that made sense. I'm not good at legal stuff. I think it's fairly stupid for people to restrict redistribution and modpacks. Use of extra code for a game you don't own shouldn't be something you can restrict beyond basic non-commercial and link back stuff in my opinion. I try to avoid using mods that have unnecessarily restrictive copyright because I think it's dumb, and I suggest you all do the same. Anyway, off my soapbox now.
Modpacks: Modpacks that include Alchemical Reactions and have informed me that they have done so.
Yay a showcase for updated version emerges. Ulandos used NEI a lot, so you can see a lot of the recipes. He also explained pulverum and incendium reactants, something I have neglected to do in the thread thus far. He couldn't seem to figure out Primum Reactant. It's supposed to be created using alchemized bedrock to create primum shards in the same way you create the other ones, but it's quite possible I derped and forgot the recipe. I'll look into it later, and release a hotfix if I did. I could've sworn it worked in debugging. xD
The Asian Commentator (Version 1.0): First showcase for the mod! I was really happy when I saw this. I find all the paraphrasing from the thread to be hysterical for some reason. xDA quick note before you guys watch it though, it seems I was a little vague on the concept of tiers in the diagram. In the video, Asian states that Redstone Dust requires Ink Sacks, and Coal requires Rose Red. These recipes work with any of the 5 dyes in the tier, not just those specific ones. Sorry for the mix up, I went and added an explanation of tiers in the Alchemy section. Anyways, on to the spotlight!
Strauberry Jam (Version 1.0): I pretty much fell out of my chair when I stumbled across this. I've seen several of Straub's videos before, and always found them pretty funny. To see a name you recognize with over 90k subs showcasing your mod is indescribably gratifying. Watching him try to explain the somewhat confusing crafting mechanics of the mod is hysterical. (Don't think he registered the colored arrows in the Prezi xD)
Back2Blaze (Version 1.0):
Woo more showcases! Not a super detailed review, but a very entertaining one. Just listening to him try to pronounce the mod name made me crack up. xD Blaze made the same mistake as Asian when it came to the concept of tiers. Other than that, it's pretty accurate.
Mod Vitrinen: That's mod showcases in German, for curious people who don't speak a word of German (Like me).
Ich entschuldige mich für mein Deutsch. Ich habe kein Wort davon zu sprechen. Doch seit der deutschen Vitrinen gemacht wurden, dachte ich, ich würde mit Google Translate, um etwas lesbar etwas hier zu machen. xD
CutnKillLP (Version 1.0):
Von dem, was ich von der visuellen verstanden, scheint dies noch nicht die detaillierte Schaufenster sein. Er hat sogar die Baumdiagramme und alles. Ich stelle mir vor es ist sehr informativ für diejenigen, die Deutsch sprechen.
Support the Mod: If you would like to support Alchemical Reactions, just paste this code in your signature:
Thanks! If anyone would like to make a fancier looking banner for this, much appreciated. My ability in this department is pretty much limited to the capabilities of cooltext. xD
Great mod! I cant wait to see more in the future although right now LoL overwhelms me i will get round to trying this mod out some time soon! Looks great and the concept it great.
Great mod! I cant wait to see more in the future although right now LoL overwhelms me i will get round to trying this mod out some time soon! Looks great and the concept it great.
Of course the first two posts are UGLoungers. xD Anyway, nice to hear the positive support. Appreciate it.
In other news, I'm painfully close to finishing the Alchemy Recipes Prezi. Just have to finish the Plants tree now. Adding a bunch of recipes with Javascript is one thing, arranging them into a nice readable format is another. xD
I'll make a review for you!
Sadly, I'm going to be out of town for about 4 days, so it might be 1 or 2 weeks.
The longer the wait, the better the video I guess.
I thought 64 was the max stack size for anything in Minecraft. How did you do 128?
64 actually is hard coded as the max stack size. I tried to make it so Alchemical Reactant and Minor Reactant had 128 in a stack at all times, and that works for pulling things out of the creative inventory, but nothing else. So they do have a max size of 64, simply because I can't go above it. However, a crafting output CAN create a stack greater than 64, which is what I did here. When you pull it out of the crafting grid, you have to drop 64 stacks into two slots in your inventory. It's weird, but it works. A curiousity experiment showed they can be up to 65535 if you code it properly. Weird code is weird.
I'll make a review for you!
Sadly, I'm going to be out of town for about 4 days, so it might be 1 or 2 weeks.
The longer the wait, the better the video I guess.
To do this in your code you need to do: this.setMaxStackSize(128);
No, I tried that so I could have it keep the stack of 128. That will make it so when you pull it out of creative inventory, it creates a 128 stack. But putting stacks down in your inventory is hard coded to break into stacks of 64 if the stack is larger than that. No workaround that I know of.
Anyway, the syntax I used for the Alchemical Reactant Recipe is just this:
Not super complicated, but the game just breaks the stack into two 64 stacks when you put it down. Even if you set max stack size to 128, it still does that.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/15/2013
Posts:
154
Minecraft:
duckingcreepers
Member Details
Hmm. It appears that when I compiled the mod to release it, I forgot to back up the source.
Does anyone know how to convert the compiled class files back to the regular editable java files? Much appreciated if someone could explain that to me. *facepalm*
Edit:
Nevermind, just hacked my way into my own mod.
Fun fact, you can just drag an obfuscated mod into your server jar and run decompile, and it will decompile the mod as if it were a part of the standard jar.
now that looks pretty good. not like your first machine setup back in the days:P found this on accident and i am quite surprised how simple, but also versatile it is.
keep it up ducki and if anything goes wrong #blamefluffy XD
Thanks fluffy. When all else fails, we can just blame you. Although really here I'm more likely to blame the forge development team or other modders or something. xD
Anyway, I added fancy support banners to the Support the Mod section, if anyone feels nice enough to use those in their sig.
I would like to thank Rhodox, creator of the Painterly Pack for granting permission for me to use Painterly textures for my mod. I was originally going to make a mod called More Materials that used them, but I've had so many ideas for the reactant system that I decided it would probably be best to focus my modding efforts here. Reactants have the potential to do so many things. Including creating snazzy new building materials. Anyways, go check out Painterly. It lets you customize your own pack from an insane number of options. How awesome is that?
Version 1.2 now available!. I'm also overhauling the documentation, so the thread will not show the changes for quite a while. 1.2 does contain stuff, worry not. I've been busy. Check downloads and the changelog for info for now.
New Items:
Arcanum Shard:
An Arcanum Shard is necessary for the creation of Arcanum Reactant. It is crafted with a single ender pearl in a crafting table. Future versions will require four solum reactant surrounding an ender pearl.
Arcanum Reactant:
Arcanum Reactant can alchemize items to a higher tier within the Minerals, Mob Drops, and Plants alchemy trees. It is crafted by surrounding an Arcanum Shard with four gold nuggets.
Minor Arcanum Reactant:
Minor Reactant is the lesser form of the Arcanum Reactant. It is used to exchange equivalent items within the Minerals, Mob Drops, and Plants trees. It is crafted with a single Arcanum Reactant.
Solum Reactant:
Solum Reactant performs a similar function to the Arcanum Reactant. It can alchemize items to a higher tier exclusively within the Blocks alchemy tree. It is crafted with a dirt and a gold nugget.
Minor Solum Reactant:
Minor Solum Reactant is the lesser form of the Solum Reactant. It is crafted with a single Solum Reactant.
Alchemized Bedrock:
Alchemized Bedrock is the top tier item in the blocks alchemy tree. I wanted to make Bedrock the top tier, but I also didn't want to be introducing an unbreakable building material. Alchemized Bedrock is the ultimate building material for the semi-vanilla single player game because its blast resistance is insane (5 times that of obsidian!), and it breaks faster than Obsidian, making it more forgiving if you make a mistake while building. Requires a diamond pickaxe or better to mine it once placed (Mining Level 3). Don't worry, regular worldgen bedrock stays the same. It is crafted with a solum reactant and either two end stone or two obsidian.
Alchemy Recipes:
If I were to post all the Alchemy Recipes here, I would need over 50 NEI screenshots. So, rather than go through the aggravation of cropping and uploading 50 screenshots, I decided I would compile all the Alchemy Recipes into a nice Prezi with tree diagrams to show all of the Alchemy Recipes. A quick note before you look at it, the diagram is a little vague on the concept of tiers. A tier is a group of items in an Alchemy Tree that are equivalent for all intents and purposes. You can cycle through them using Minor Reactant, and the recipes for the next tier can use any of the items in that tier. For instance, Coal can be crafted using 4 of any of the 5 dyes in the tier, and Iron Ingots can be crafted using 4 Coal or 4 Nether Quartz. It doesn't matter which. Sorry if I confused anyone. The Prezi does not fully reflect the 1.1 changes yet.
You can find the Prezi here.
I also highly recommend you run chicken_bones's mod Not Enough Items alongside Alchemical Reactions. Gives you an easy in-game recipe reference by simply right clicking reactants in NEI.
Or you could put it in cheat mode and give yourself some Alchemized Bedrock, if you're one of THOSE people.
Downloads:
This is a forge mod, so once you have forge installed, just drop the zip in your mods folder, it'll generate the config, and you'll be ready to go! The mod was built with Forge version 9.11.1.965, the latest and probably final version for Minecraft 1.6.4. It seems to work with older versions since the mod isn't super complicated as far as game engine functionality goes, but I recommend using that version (or newer, if they update 1.6.4 forge again) just in case.
Alchemical Reactions v1.2.3
Old Versions:
Alchemical Reactions v1.0
Alchemical Reactions v1.1
Alchemical Reactions v1.2
Alchemical Reactions v1.2.1
Alchemical Reactions v1.2.2
Changelog:
v1.2.3
• Primum Reactant and Primal Matter finally works as intended.
v1.2.2
• Fixes a few errors in the plants alchemy tree.
v1.2.1
• Fixes a syntax error that made Primum Reactants uncraftable. Woops.
v1.2
• Added Incendium Shard + Reactant. (Acts like a furnace for vanilla smelting recipes)
• Added Pulverum Shard + Reactant.
• Added Pulverum Ores for configurable ore multiplication.
• Added Primum Shard + Reactant.
• Added Primal Matter and mineral infused Primal Matter, the essence from which the world is built. Or so I would have you believe.
v1.1
• Added Arcanum Shard.
• Alchemical Reactant renamed to Arcanum Reactant.
• Minor Reactant renamed to Minor Arcanum Reactant.
• New crafting recipe for Arcanum Reactant.
• Itemstack overflow glitch from recipe outputting 128 reactant fixed.
• Added Solum Reactant.
• Added Minor Solum Reactant.
• Added configuration for Solum Reactant recipe output.
• Blocks tree now uses Solum Reactant and Minor Solum Reactant in the same way the other trees use Arcanum and Minor Arcanum Reactant.
v1.0
• Initial Release
Planned Features:
I figured I would add a list of planned features so I could get feedback from you guys about ideas I have for future versions. Post feedback on these ideas if you have any. It helps a lot to hear from you.
Alchemical Flasks:
Special glass flasks that can hold up to ten stacks of major reactant, or eighty stacks of minor reactant. Adding a major reactant adds eight durability, adding a minor reactant adds one durability.
Incendium Reactant:
Scalprum Reactant:
A fancy shmancy way to create ingots from things that don't normally have ingots (redstone, lapis, obsidian), as well as some use in building material stuff. Idea is still in very early development.
Illustrum Reactant:
Did you know there were alternative Minecraft universes where everything looks different? Me neither. I was originally going to make this a mod called More Materials, but it could add a lot to the reactant system. Crafting it with certain building materials would allow you to get aesthetic alternatives using painterly textures. Blue Netherrack, Yellow Clay Bricks, etc.
Mod Integration:
I would love to make Alchemy support for other mods, but I'm not really sure how to go about it. Any feedback on how to do this is highly appreciated. I know I definitely want to integrate Thermal Expansion and Tinker's Construct items at some point. Also thinking about integrating Natura and Magical Crops.
I'm not sure whether to give each mod its own tree, or to make the mod trees branch off the existing ones wherever it makes sense. I really need input on this. Also need input on whether to give mods their own reactants, or use Arcanum, or have some shared mod reactant... I want to make this cool. I just need to figure out how.
Compatibility:
As far as I've seen in my experiments, Alchemical Reactions works perfectly alongside all other mods. As far as specific integration goes, I'll integrate items from other mods if you guys want me to. If I get enough requests to integrate a certain mod, I'll do it.There's no specific integration coded for it since it doesn't add any items, but I highly recommend that you run Not Enough Items by ChickenBones alongside Alchemical Reactions for easy recipe reference. Or cheating in Alchemized Bedrock, if you're one of THOSE people.
License:
Alchemical Reactions by duckingcreepers is licensed under a Creative Commons Attribution Non-Commercial 4.0 International License.Which is just a bunch of legal jargon for what I really need to say here.
To other modders: You are free to decompile the mod, examine the code, create your own spin-off version of the mod, etc. All I ask is that if you redistribute the mod or your spin-off version of it, you do not make money off of it and you provide a link back to this thread or my youtube channel. I'll release the source code if there's anyone that really wants it.
To Modpack authors:You do not need my permission to include Alchemical Reactions in your modpack. All I ask is that you do not make any money off the pack's download (no ad.fly, etc.), and you provide a link back to this thread or my youtube channel. However, if you do include the mod in a modpack, I would love to hear it. It makes me happy to know people enjoy my stuff. I'll add your pack and a link to it to the list below if I hear it includes Alchemical Reactions.I hope that made sense. I'm not good at legal stuff. I think it's fairly stupid for people to restrict redistribution and modpacks. Use of extra code for a game you don't own shouldn't be something you can restrict beyond basic non-commercial and link back stuff in my opinion. I try to avoid using mods that have unnecessarily restrictive copyright because I think it's dumb, and I suggest you all do the same. Anyway, off my soapbox now.
Modpacks:
Modpacks that include Alchemical Reactions and have informed me that they have done so.
Survivalivity Underground (Technic) (Created by me)
Hater Resonance (Technic)
Mod Showcases:
Ulandos (Version 1.2):
Yay a showcase for updated version emerges. Ulandos used NEI a lot, so you can see a lot of the recipes. He also explained pulverum and incendium reactants, something I have neglected to do in the thread thus far. He couldn't seem to figure out Primum Reactant. It's supposed to be created using alchemized bedrock to create primum shards in the same way you create the other ones, but it's quite possible I derped and forgot the recipe. I'll look into it later, and release a hotfix if I did. I could've sworn it worked in debugging. xD
The Asian Commentator (Version 1.0):
First showcase for the mod! I was really happy when I saw this. I find all the paraphrasing from the thread to be hysterical for some reason. xDA quick note before you guys watch it though, it seems I was a little vague on the concept of tiers in the diagram. In the video, Asian states that Redstone Dust requires Ink Sacks, and Coal requires Rose Red. These recipes work with any of the 5 dyes in the tier, not just those specific ones. Sorry for the mix up, I went and added an explanation of tiers in the Alchemy section. Anyways, on to the spotlight!
Strauberry Jam (Version 1.0):
I pretty much fell out of my chair when I stumbled across this. I've seen several of Straub's videos before, and always found them pretty funny. To see a name you recognize with over 90k subs showcasing your mod is indescribably gratifying. Watching him try to explain the somewhat confusing crafting mechanics of the mod is hysterical. (Don't think he registered the colored arrows in the Prezi xD)
Back2Blaze (Version 1.0):
Woo more showcases! Not a super detailed review, but a very entertaining one. Just listening to him try to pronounce the mod name made me crack up. xD Blaze made the same mistake as Asian when it came to the concept of tiers. Other than that, it's pretty accurate.
Mod Vitrinen:
That's mod showcases in German, for curious people who don't speak a word of German (Like me).
Ich entschuldige mich für mein Deutsch. Ich habe kein Wort davon zu sprechen. Doch seit der deutschen Vitrinen gemacht wurden, dachte ich, ich würde mit Google Translate, um etwas lesbar etwas hier zu machen. xD
CutnKillLP (Version 1.0):
Support the Mod:
If you would like to support Alchemical Reactions, just paste this code in your signature:
It will look like this:
Thanks! If anyone would like to make a fancier looking banner for this, much appreciated. My ability in this department is pretty much limited to the capabilities of cooltext. xD
Of course the first two posts are UGLoungers. xD Anyway, nice to hear the positive support. Appreciate it.
In other news, I'm painfully close to finishing the Alchemy Recipes Prezi. Just have to finish the Plants tree now. Adding a bunch of recipes with Javascript is one thing, arranging them into a nice readable format is another. xD
I thought 64 was the max stack size for anything in Minecraft. How did you do 128?
I'm working on an open-source mod called Craft++. Check it out!
Sadly, I'm going to be out of town for about 4 days, so it might be 1 or 2 weeks.
The longer the wait, the better the video I guess.
~TheWillJa
Glad to hear you like it.
64 actually is hard coded as the max stack size. I tried to make it so Alchemical Reactant and Minor Reactant had 128 in a stack at all times, and that works for pulling things out of the creative inventory, but nothing else. So they do have a max size of 64, simply because I can't go above it. However, a crafting output CAN create a stack greater than 64, which is what I did here. When you pull it out of the crafting grid, you have to drop 64 stacks into two slots in your inventory. It's weird, but it works. A curiousity experiment showed they can be up to 65535 if you code it properly. Weird code is weird.
Awesomeness. Looking forward to watching those.
I finished the Alchemical Reactions Info Prezi. It contains all the Alchemy recipes in fancy tree diagram format.
[media][/youtube]
Mad BBCode Skills right there xD
Thanks so much for making the review, added it to the main post.
Could you be a little more specific? They seem to be working fine on my end.
No, I tried that so I could have it keep the stack of 128. That will make it so when you pull it out of creative inventory, it creates a 128 stack. But putting stacks down in your inventory is hard coded to break into stacks of 64 if the stack is larger than that. No workaround that I know of.
Anyway, the syntax I used for the Alchemical Reactant Recipe is just this:
Not super complicated, but the game just breaks the stack into two 64 stacks when you put it down. Even if you set max stack size to 128, it still does that.
Does anyone know how to convert the compiled class files back to the regular editable java files? Much appreciated if someone could explain that to me. *facepalm*
Edit:
Nevermind, just hacked my way into my own mod.
Fun fact, you can just drag an obfuscated mod into your server jar and run decompile, and it will decompile the mod as if it were a part of the standard jar.
Learn something every day. xD
Thanks fluffy. When all else fails, we can just blame you. Although really here I'm more likely to blame the forge development team or other modders or something. xD
Anyway, I added fancy support banners to the Support the Mod section, if anyone feels nice enough to use those in their sig.
Does this make me the first to use the signature?
Yes Benny, I suppose it does. Unless you count my version of it. xD
http://www.technicpa...esonance.238743