This mod is so helpful! Until the day when I gain the courage to actually create my own modification, this mod will certainly allow me to easily customize my game.
I do have a problem however. I'm trying to create a recipe for the saddle (a rather complicated one, that is). I'm pretty sure I've got everything written down correctly, but in-game the recipe just doesn't create anything.
I'm probably just using the wrong name for the Wooden Oak Plank, but even when I changed that item to "item.paper" (which is definitely the correct name), the recipe still wouldn't work in-game. I'm sure I had everything in the right place when I was crafting it. Would you be able to help me, Grom?
The mod doesn't know about "item.lead", it would seem you are trying to use an item from another mod. You can either refer to it by ID or make the script read its configuration file like mentioned by me a few pages earlier.
Another thing, some items in Minecraft share the same ID and have metadata to identify them, in this case you should use, instead of item.something:
Wait, so the mod doesn't recognise the vanilla item Lead? Huh...
But anyway, thankyou. I'm sure it must be annoying having to teach a newbie at coding and configuring.
Unfortunately, I'm still having problems. The crafting recipe still won't work. I changed item.oakPlank to NewItemStack(item.planks, 1, 0). I used the ID for leads (420) instead of item.lead. I even changed that item to item.paper (once again) to make sure it wasn't the way I wrote lead that caused the problem. But alas.
Here's a picture showing how I wrote everything.
How I set it out in-game (in case I was doing it the complete wrong way):
And here's an image showing that a custom recipe has actually worked for me:
Ah, sorry, I haven't gotten used to the leads in Minecraft 1.6, in this mod they are called
item.leash. Also I made a mistake, wooden planks are called item.woodPlanks.
You can check defs.js to see what's called what. I'll edit my previous post to correct that.
Also, Nezgal (whose post was eaten by the forum software, see the warning in the main post), try the most recent version of moreEverything, it got changed to support the latest Underground Biomes mod.
Ah, sorry, I haven't gotten used to the leads in Minecraft 1.6, in this mod they are called
item.leash. Also I made a mistake, wooden planks are called item.woodPlanks.
You can check defs.js to see what's called what. I'll edit my previous post to correct that.
Ahh, thankyou so much!!! Also, thanks for that defs.js page. I had a hard time looking for a source that showed me which items were called what in the code.
And huzzah! It works!
One last thing: If I don't write in a specific metadata value for woodPlanks, will the crafting recipe just allow any type of plank, from Oak to Jungle, to be used? Or do I have to do a separate crafting recipe for each metadata?
Also, I'm trying to make a Shovel recipe that only requires the 2x2 crafting grid and has the material in the top right and a stick in the bottom left. I'm also trying to make a hoe recipe that only requires the 2x2 grid, in which the material is in the top left and a stick in the bottom right. Problem is, the shovel recipe for some reason also works if you do the top left, bottom right recipe and because of that it makes hoes unable to be crafted that way. Is there any way I can make it so that the shovel will only be crafted when the material is in the top right and the stick in the bottom left?
Here's what a wrote for the stone shovel and hoe.
Seriously? Well, what kind of info would you expect to be explained on a video?
It's all about scripting, and scripting is all about writing (and reading) text.
Yep, the machines know nothing about stackable filled buckets and assume you have one without checking.
It's only possible to change by overriding their class files somehow.
Is there a way to nullify crafting recipes that are in vanilla Minecraft so that they don't work?
Yes, but it is done the same way as you would do it in Java: iterating through all recipes and removing the matching one.
I might add a function for that later on.
Yes that's worked, thank you.
I do have a problem however. I'm trying to create a recipe for the saddle (a rather complicated one, that is). I'm pretty sure I've got everything written down correctly, but in-game the recipe just doesn't create anything.
AddRecipe(item.saddle, "xxx", "yzy", "a a", Chr("x"), item.leather, Chr("y"), item.lead, Chr("z"), item.oakPlank, Chr("a"), item.ironIngot);
I'm probably just using the wrong name for the Wooden Oak Plank, but even when I changed that item to "item.paper" (which is definitely the correct name), the recipe still wouldn't work in-game. I'm sure I had everything in the right place when I was crafting it. Would you be able to help me, Grom?
Keep scrolling. Just keep scrolling...
Leads you are trying to refer to are called "item.leash" here.
Another thing, some items in Minecraft share the same ID and have metadata to identify them, in this case you should use, instead of item.something:
Oak planks have metadata 0 (you can consult with Data Values on Minecraft Wiki, so it'll be
Wait, so the mod doesn't recognise the vanilla item Lead? Huh...
But anyway, thankyou. I'm sure it must be annoying having to teach a newbie at coding and configuring.
Unfortunately, I'm still having problems. The crafting recipe still won't work. I changed item.oakPlank to NewItemStack(item.planks, 1, 0). I used the ID for leads (420) instead of item.lead. I even changed that item to item.paper (once again) to make sure it wasn't the way I wrote lead that caused the problem. But alas.
Here's a picture showing how I wrote everything.
How I set it out in-game (in case I was doing it the complete wrong way):
And here's an image showing that a custom recipe has actually worked for me:
So yeah, I don't get it.
Keep scrolling. Just keep scrolling...
item.leash. Also I made a mistake, wooden planks are called item.woodPlanks.
You can check defs.js to see what's called what. I'll edit my previous post to correct that.
Also, Nezgal (whose post was eaten by the forum software, see the warning in the main post), try the most recent version of moreEverything, it got changed to support the latest Underground Biomes mod.
Ahh, thankyou so much!!! Also, thanks for that defs.js page. I had a hard time looking for a source that showed me which items were called what in the code.
And huzzah! It works!
One last thing: If I don't write in a specific metadata value for woodPlanks, will the crafting recipe just allow any type of plank, from Oak to Jungle, to be used? Or do I have to do a separate crafting recipe for each metadata?
Also, I'm trying to make a Shovel recipe that only requires the 2x2 crafting grid and has the material in the top right and a stick in the bottom left. I'm also trying to make a hoe recipe that only requires the 2x2 grid, in which the material is in the top left and a stick in the bottom right. Problem is, the shovel recipe for some reason also works if you do the top left, bottom right recipe and because of that it makes hoes unable to be crafted that way. Is there any way I can make it so that the shovel will only be crafted when the material is in the top right and the stick in the bottom left?
Here's what a wrote for the stone shovel and hoe.
AddRecipe(item.stoneShovel, " x", "y ", Chr("x"), item.stone, Chr("y"), item.stick);
AddRecipe(item.stoneHoe, "x ", " y", Chr("x"), item.stone, Chr("y"), item.stick);
Keep scrolling. Just keep scrolling...
Write WILDCARD in place of metadata to do that.
> the shovel recipe for some reason also works if you do the top left
Minecraft checks for a mirrored recipe, so better not break the convention and use some other shape.
Ok, thanks!
And I promise I won't bother you with any more problems today!
Keep scrolling. Just keep scrolling...
It's all about scripting, and scripting is all about writing (and reading) text.
It's only possible to change by overriding their class files somehow.
I know forge has: FurnaceRecipes.smelting().addSmelting(input, metadata, output, experience)
I took a look at the AddSmelting function in core.js... but it is above me on how to script the AddSmelting w/metadata
TIA
Uploaded the new version, now using GitHub releases for more convenient download and changes tracking.
Grab the update here or see the original post.
build 307
- Added hay block as fuel
- Fixed dedicated server support
- /eval command now works on Minecraft 1.6.2
Is there a way to nullify crafting recipes that are in vanilla Minecraft so that they don't work?
Keep scrolling. Just keep scrolling...
Yes, but it is done the same way as you would do it in Java: iterating through all recipes and removing the matching one.
I might add a function for that later on.
How would I add that like AddSmelting (say as AddSmeltingMeta) like it is in core.js:
[code]
AddSmelting = function(input, output, experience)
{
if (typeof input != "number") throw("AddSmelting 1st argument must be a number.");
if (typeof output == "number") output = NewItemStack(output);
if (typeof experience == "undefined") experience = 1.0;
if (__oldSmelting)
{
__api.__invokeStatic(__addSmelting, [
java.lang.Integer(input),
java.lang.Object(output)]);
} else {
__api.__invokeStatic(__addSmelting, [
java.lang.Integer(input),
java.lang.Object(output),
java.lang.Float(experience)]);
}
log("Added smelting: ID "+input+" cooks into "+output+".", logLevel.debug);
return true;
};
[code]
With all the error checks and log output?
Not updated to 1.6.2 yet, but I use Recipe Remover in 1.5.2, and then More Everything to add whatever.