It would come out just after my laptop's power finally gives up, though. Looks like I'll be waiting a bit for a new desktop before I get to try it.
By the way, have you considered once you get the forge compatiability working giving the multiblock buildcraft compatiability? Though I have no idea how hard it would be to code, or even if you'd want to do it, I imagine that it could be set up to act like an automatic crafting table if there was something in the slot where the saddle goes, and use the expanded furnace otherwise. Assuming it works the same as last time I used an automatic furnace, you could probably make things going in through the bottom go into whichever of the bottom two slots fits, and anything going in from the top go into the 2*2 square. Pulling out through the sides would obviously remove the item.
As I say, no idea at all how hard that is to code, and I'm not trying to force you to do something you don't want to. Just thinking that (as someone who plays both with and without buildcraft and similar automation) it wouldn't really be imbalanced. After all, if buildcraft, etc are installed, then crafting, resource gathering, etc can already be done automatically. Having renewable harvesting be automatic, if complicated to set up, seems quite intuitive. And anyone who doesn't play with buildcraft won't have the automatic function doing anything anyway, so the mod will become balanced around a more vanilla game.
Just my opinion, though, as I say. I do know that it would make the mod a lot more interesting to a lot of people (including me, when I install massive lists of mods. Not that I won't be including this one anyway, but it would make it a lot more useful).
I'm not really familiar with buildcraft, and I'm not really sure what you're trying to say. Are you asking for automatic crafting and automatic harvesting? This kind of goes beyond what the mod is meant to do, though, and I'm not really sure how it would work.
Hey been trying to make that spotlight you wanted however my game crashes as soon as I try to edit a recipe?
So, the game crashes when you click on the "add recipe" button? Or does it crash when you put an item into the grid? That's weird, because anything that could cause a crash should be in a try statement in my code.
If by automatic harvesting you mean, eg, breaking blocks in a cobblestone generator automatically, no I didn't mean that. Other mods (eg redpower, and to a lesser extent buildcraft itself) have tools for that. What I was suggesting was just that, as when many mods are used together automation always seems to be a big goal (that is, setting things up so you can get on with something else indefinitely and come back to find that your expensive to set up system has given you an amount of resources), letting the multiblock work with buildcraft pipes would allow that to be achieved. I'm not sure how buildcraft does things, as I said, but as most/all major mods (and several minor ones) seem to be able to do it, it seems likely not to be too difficult! I'd suspect that as far as the smelting/crushing/...pickaxing? area is concerned, it may in fact do it at least semi automatically.
I've finally been able to find information on buildcraft, and I think I know what you mean. I'm not sure how I'd do it though, since it would kind of be like a mix of two different mods. (Maybe a content pack?) I likely won't be doing it anytime soon (since I'm busy and I already have three other mods planned), but it sounds interesting, and I might get to it some day.
By the way, what were your reasons for having the crafting table in the multiblock, and having to have the item in the slot? Was it a code thing, that otherwise you'd have to edit Mojang's code? Or was it a design choice, and if so, why?
It's up to you, as you don't seem to use buildcraft, etc (judging by your post). Only if the new recipes did use a normal crafting table, then I'm fairly sure that the automatic crafting table in bc would automatically pick them up and enable them too. That would mean the multiblock, when automated, could just use the (rather simpler, I suspect) furnace side of the gui. And if it is an editing the basic crafting table recipes issue, then I have a feeling that forge may already have some sort of hooks for that. Thaumcraft 2, a forge mod, adds recipes for the normal crafting table, after all.
Well, there were several reasons. First of all, it made it easy for me to require to put the result in the construction slot because of the limit of only one recipe per item. Also, I wanted to make the construction table more useful (because before this version, it was kind of useless). On top of that, it's not as simple as adding recipes to a normal crafting table. Due to the fact that the player could add or delete recipes in-game whenever they want (delete being the big part), it was much, much easier for me to take advantage of the construction slot because of the way it was already implemented. (I'm not really sure how it would work without the multi-purpose block; I'll try to find a way to do it when I make a separate mod with a more free recipe adder, though.) I'll make this mod and the separate recipe adder compatible (there will be two different systems of custom recipes), so you could use the second system to make recipes for the normal crafting table.
Oh my god. Epic mod. I mean seriously. AWESOME MOD. I just reeeeeaaaaaallllyyyyy want to know the secret
The secret is something missing from the OP. An item obtainable in survival mode, but surprisingly, no one has mentioned that I forgot it yet. If I remember correctly, I think I even mentioned it once, pretending that it wasn't a secret.
Meanwhile, it is clear (based on the poll) that the recipe adder should be a separate mod. Here is what I have decided: I will keep the recipe adder as it is in this mod, but I will also make a separate mod with a different recipe adder with much less restrictions that is compatible with this mod.
Uh I have no idea I just reread the post and I am still clueless. I beg of you I am horrible when it comes to figuring stuff out like Easter eggs. Soo I know this spoils the "Secret" part of it but if you could PM me it I will be forever thankful.
Uh I have no idea I just reread the post and I am still clueless. I beg of you I am horrible when it comes to figuring stuff out like Easter eggs. Soo I know this spoils the "Secret" part of it but if you could PM me it I will be forever thankful.
I've found the post where I mentioned the secret; I'll post it right here for you to look for it. (I was replying to someone who made a list of items you need to infinitely produce everything.) I'll also give another hint: I chose the words "easter egg" instead of "secret" in that part for a reason. That's how I already gave a hint.
Thanks for the feedback. The recipe adder will be for the construction table; you will need to put the item you are crafting in the construction slot, then use the recipe. Currently though, I'm trying to figure out how to save the recipes...
That list seems pretty complete. I might be forgetting something, but the only things I see missing are a mossy block and the dragon egg.
I'll probably work on Forge compatibility after the recipe adder; after that, I will release the full version.
Edit: I almost forgot, the saddle is also missing from the list.
Yup, it's the dragon egg. You need the construction table for it; the recipe is still a secret. Two of the ingredients (not including the dragon egg) are what you would expect, and the third ingredient is a very valuable item. You need a total of seven items (not including the dragon egg in the construction slot).
Beta 2.1 is finally released, and with it comes the Forge-compatible version! Sorry it's so close to the 1.3 release, but I wanted to fix all known bugs, and it got pretty annoying.
Beta 2.1 update notes
-Made a Forge-compatible version.
-Fixed all known bugs.
--Fixed an untested bug in which using bonemeal of a sand block that already has a block on top of it will consume the bonemeal anyways.
--Fixed the functional slot shift-click exploit.
--Fixed a critical, rather embarrassing bug in which shift-clicking the craft results of the construction table would give you more items than it should if that item is not in your inventory.
-Using redstone or red dye on a cauldron in creative mode no longer consumes the item.
Just click on the link next to 'modloader' or 'forge' (according to which version you want). That said, perhaps 'forge version' and 'modloader version' would be clearer, as it does look like they're links to the modloader and forge threads at first glance
Oh yeah, it does seem that way now that I think of it. I'll change it right now.
EDIT: Just noticed, if you have any multi-purpose blocks in your world, in 1.3.1 they will become enderchests, LOL
Now that ModLoader has been updated, I'll start working on it right now.
Yeah, I know. I think I put it in the OP somewhere. On top of that, any multi-purpose blocks that are on will become tripwire hooks. (Which is why I added a recipe to turn a multi-purpose block into two iron blocks.)
Edit: Since there seems to be a bug with the ModLoader's openGui method, the update has been delayed until it is fixed or I find a work-around, because this basically prevents the use of the multi-purpose block and recipe adder, cutting off half the features of this mod.
If I wanted to use this with thaumcraft2 and EE2 would it crash the game? Also, would I be able to create recipes with items and blocks from those mods?
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If I wanted to use this with thaumcraft2 and EE2 would it crash the game? Also, would I be able to create recipes with items and blocks from those mods?
I'm not sure if it would crash the game; it depends on which base classes they edit. This mod edits the following classes: Block, BlockCauldron, BlockFlowing, BlockOre, BlockRedstoneOre, and BlockStoneBrick. The ModLoader versions edit these additional classes as well: ContainerCreative and ItemDye. Remember that this mod has not updated yet, though, and in the future version, ContainerCreative will not be modified.
If the mods are compatible, you should be able to use any mod item anywhere in the recipe creator. Let me know if it doesn't work, though.
I'm not sure if it would crash the game; it depends on which base classes they edit. This mod edits the following classes: Block, BlockCauldron, BlockFlowing, BlockOre, BlockRedstoneOre, and BlockStoneBrick. The ModLoader versions edit these additional classes as well: ContainerCreative and ItemDye. Remember that this mod has not updated yet, though, and in the future version, ContainerCreative will not be modified.
If the mods are compatible, you should be able to use any mod item anywhere in the recipe creator. Let me know if it doesn't work, though.
crashed with the ML version, haven't tested the forge version.
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I'm not really familiar with buildcraft, and I'm not really sure what you're trying to say. Are you asking for automatic crafting and automatic harvesting? This kind of goes beyond what the mod is meant to do, though, and I'm not really sure how it would work.
So, the game crashes when you click on the "add recipe" button? Or does it crash when you put an item into the grid? That's weird, because anything that could cause a crash should be in a try statement in my code.
I've finally been able to find information on buildcraft, and I think I know what you mean. I'm not sure how I'd do it though, since it would kind of be like a mix of two different mods. (Maybe a content pack?) I likely won't be doing it anytime soon (since I'm busy and I already have three other mods planned), but it sounds interesting, and I might get to it some day.
Well, there were several reasons. First of all, it made it easy for me to require to put the result in the construction slot because of the limit of only one recipe per item. Also, I wanted to make the construction table more useful (because before this version, it was kind of useless). On top of that, it's not as simple as adding recipes to a normal crafting table. Due to the fact that the player could add or delete recipes in-game whenever they want (delete being the big part), it was much, much easier for me to take advantage of the construction slot because of the way it was already implemented. (I'm not really sure how it would work without the multi-purpose block; I'll try to find a way to do it when I make a separate mod with a more free recipe adder, though.) I'll make this mod and the separate recipe adder compatible (there will be two different systems of custom recipes), so you could use the second system to make recipes for the normal crafting table.
http://www.minecraft...technical-mods/
Oops, sorry! I'll add this right now.
AWNW FTW.
The secret is something missing from the OP. An item obtainable in survival mode, but surprisingly, no one has mentioned that I forgot it yet. If I remember correctly, I think I even mentioned it once, pretending that it wasn't a secret.
Meanwhile, it is clear (based on the poll) that the recipe adder should be a separate mod. Here is what I have decided: I will keep the recipe adder as it is in this mod, but I will also make a separate mod with a different recipe adder with much less restrictions that is compatible with this mod.
AWNW FTW.
I've found the post where I mentioned the secret; I'll post it right here for you to look for it. (I was replying to someone who made a list of items you need to infinitely produce everything.) I'll also give another hint: I chose the words "easter egg" instead of "secret" in that part for a reason. That's how I already gave a hint.
AWNW FTW.
Beta 2.1 update notes
-Made a Forge-compatible version.
-Fixed all known bugs.
--Fixed an untested bug in which using bonemeal of a sand block that already has a block on top of it will consume the bonemeal anyways.
--Fixed the functional slot shift-click exploit.
--Fixed a critical, rather embarrassing bug in which shift-clicking the craft results of the construction table would give you more items than it should if that item is not in your inventory.
-Using redstone or red dye on a cauldron in creative mode no longer consumes the item.
Okay, here are the links.
Download one of them depending on which API you use.
Oh yeah, it does seem that way now that I think of it. I'll change it right now.
EDIT: Just noticed, if you have any multi-purpose blocks in your world, in 1.3.1 they will become enderchests, LOL
Now that ModLoader has been updated, I'll start working on it right now.
Yeah, I know. I think I put it in the OP somewhere. On top of that, any multi-purpose blocks that are on will become tripwire hooks. (Which is why I added a recipe to turn a multi-purpose block into two iron blocks.)
Edit: Since there seems to be a bug with the ModLoader's openGui method, the update has been delayed until it is fixed or I find a work-around, because this basically prevents the use of the multi-purpose block and recipe adder, cutting off half the features of this mod.
Note. This account is deprecated due to past bigotry in posts that cannot be deleted.
I'm not sure if it would crash the game; it depends on which base classes they edit. This mod edits the following classes: Block, BlockCauldron, BlockFlowing, BlockOre, BlockRedstoneOre, and BlockStoneBrick. The ModLoader versions edit these additional classes as well: ContainerCreative and ItemDye. Remember that this mod has not updated yet, though, and in the future version, ContainerCreative will not be modified.
If the mods are compatible, you should be able to use any mod item anywhere in the recipe creator. Let me know if it doesn't work, though.
Note. This account is deprecated due to past bigotry in posts that cannot be deleted.