how didn't that help? :tongue.gif:
in your mod_ class, it goes like this:
public mod_name()
{
ModLoader.AddRecipe(new ItemStack(Item.diamond, 9), new Object[]{
"***", "***","***", Character.valueOf('*'), Block.dirt
});
}
So, in your public mod_name method, you put the recipe.
The Item.diamond is what you receive, and you get 9 of them.
The stars/asterisks you see is the recipe to create it, with the first 3 being the top row, 2nd being the middle row and the last being the bottom row. Then you tell it what each character means, and in this case, each * means dirt, so you fill the crafting bench with dirt, and you receive 9 diamonds.
So to use this with your mod, you can create it by instead of Item.diamond, make it whatever you want to get. If it's an item/block from your mod, then just change it to your mods item.
Then you want to create your own recipe, right? Then go ahead and remove the * and add your own.
Example:
how didn't that help? :tongue.gif:
in your mod_ class, it goes like this:
So, in your public mod_name method, you put the recipe.
The Item.diamond is what you receive, and you get 9 of them.
The stars/asterisks you see is the recipe to create it, with the first 3 being the top row, 2nd being the middle row and the last being the bottom row. Then you tell it what each character means, and in this case, each * means dirt, so you fill the crafting bench with dirt, and you receive 9 diamonds.
So to use this with your mod, you can create it by instead of Item.diamond, make it whatever you want to get. If it's an item/block from your mod, then just change it to your mods item.
Then you want to create your own recipe, right? Then go ahead and remove the * and add your own.
Example:
There I made the iron sword recipe. I can't remember if the Items names are correct, could be ignotIron and ironSword.
But you get the idea.