For hammers: Pretty much hazardous materials like dragonforge and ignotumite use the ornate hammer, anything else is normal hammer.
Hammer tiers themselves determine the progress increase and such.
Anvil tiers are pretty much tiered for the material worked, size is just an extension, So iron stuff would be made on iron+ (or 1), gold would be the same as iron, diamond/encrusted would be steel(2)
Ok, now the only thing left is the shaped anvil recipe. I see the documentation says it's the same as normal recipes, but how does this work when the crafting grid is so large, and not always the same size?
Take the old crafting code: it usually had new Object[]{"AAA", "AAA", "AAA"} That pretty much translates to the grid.. (3 strings represents the 3 horizontal rows, and the width of the grid is dependant on how many are inside:
The 'A' is undefined so it will treat it as a gap, you can use spaces or anything really just make sure all the strings are the same length, (like vanilla crafting recipes)
Still doesn't register any result.
The second definition for H is using the component get, but crashes. Is that not what I need?
I've tried running through the getItem in my code, which works fine for balkon, but none of your items seem to work. I'm using the same classpath as your components function, "minefantasy.item.itemlistMF" but nit never finds anything.
My code
private static ItemStack getItem(String modString, String ItemString)
{
ItemStack item = null;
//Balkon's WeaponMod
if (modString.toLowerCase().equals("bwm"))
{ item = itemGet("weaponmod.BalkonsWeaponMod",ItemString); }
//MineFantasy
else if (modString.toLowerCase().equals("mf"))
{ item = itemGet("minefantasy.item.itemlistMF",ItemString); }
else
{System.out.println("!!_____Invalid Mod Def: "+modString+"_____!!");}
return item;
}
public static ItemStack itemGet(String classString, String itemString)
{
ItemStack item = null;
try
{
String itemClass = classString;
Object obj = Class.forName(itemClass).getField(itemString).get(null);
if (obj instanceof Item)
{
item = new ItemStack((Item) obj,1);
}
else if (obj instanceof Block)
{
item = new ItemStack((Block) obj,1);
}
else if (obj instanceof ItemStack)
{
item = (ItemStack) obj;
}
}
catch (Exception ex)
{
FMLLog.warning("[MFbridge] "+itemString+" not found in "+classString);
}
return item;
}
yeh the haft is a component not an item. components are all the same item with subIds there is no "haft" item. it's just the "misc" item and it has hundreds of subIds(the MF components)
Use this method for hafts
public static ItemStack component(int meta)
{
return getItem("misc", meta);
}
component(59) = weak haft
component(65) = strong haft
component(81) = ornate haft
component(77) = ironbark haft
component(83) = ebony haft
Oh, I misunderstood the hot boolean, that makes the result hot doesnt it, rather than defining the requirement for heated input. Good.
Gold works, I just have to un-debug my iron oredict code and that should work too.
EDIT: Yep, all good. I fell somewhat foolish for having forgotten one of core components of your smithing system, but hey, at least everything is in its own class now, that's nice.
Now all I need to do is write up all the recipes, find the item list for battlegear to get access to their chain item and learn how to use config files.
EDIT 2: I've also come to realise that I dont know how you dictate which haft is used for which kind of item, though it seems to be:
Oh, I misunderstood the hot boolean, that makes the result hot doesnt it, rather than defining the requirement for heated input. Good.
Gold works, I just have to un-debug my iron oredict code and that should work too.
EDIT: Yep, all good. I fell somewhat foolish for having forgotten one of core components of your smithing system, but hey, at least everything is in its own class now, that's nice.
Now all I need to do is write up all the recipes, find the item list for battlegear to get access to their chain item and learn how to use config files.
EDIT 2: I've also come to realise that I dont know how you dictate which haft is used for which kind of item, though it seems to be:
I'm no expert on the mod, but that seems good. Is this a WIP update for this mod Wafflemire?
I'm building a recipe bridge to move the crafting from other mods onto MineFantasy's crafting system. It's mostly just for a modpack I'm making, but I will release a version with a config so anyone can use it. Maybe it'll even get more people using the mod, the fact that it has integration with almost nothing when it is such a large crafting overhaul is probably one of its downfalls.
If you have any ideas for mods I should add, I'd be happy to try adding them.
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I found out about this mod a couple of weeks ago and have been working on a server pack around it. Having recipes from other mods use MF's crafting system will be amazing. I have been getting my testers to learn MF, they all enjoy it!
I found out about this mod a couple of weeks ago and have been working on a server pack around it. Having recipes from other mods use MF's crafting system will be amazing. I have been getting my testers to learn MF, they all enjoy it!
Oh, I misunderstood the hot boolean, that makes the result hot doesnt it, rather than defining the requirement for heated input. Good. Gold works, I just have to un-debug my iron oredict code and that should work too. EDIT: Yep, all good. I fell somewhat foolish for having forgotten one of core components of your smithing system, but hey, at least everything is in its own class now, that's nice. Now all I need to do is write up all the recipes, find the item list for battlegear to get access to their chain item and learn how to use config files. EDIT 2: I've also come to realise that I dont know how you dictate which haft is used for which kind of item, though it seems to be: Copper: plank bronze: weak iron: weak steel:strong encrusted:strong ornate:ornate dragonforge:strong mithril:ironbark ingotumite:ebony Is that right?
Chain? You shouldn't need BG chain armour, MF has it's chain tiers.
Chain? You shouldn't need BG chain armour, MF has it's chain tiers.
hafts are correct
Cool, I don't mean chain armour though, BG has a 'chain' item that is used to craft its chain armours, and I'd like to use it for the flails from Balkon's mod. It seems a lot more realistic than a flail made with string.
is something wrong with downlad link coz curse says page not found plz help
The mod maker currently has decided to cease all progress on this mod (for now or forever) and took it down I believe. From trustworthy places of course. But other sites have this mod up:
Hey, AP, does your API have any way to mark pre-existing armours as a specific weight? I saw you have a way for modmakers to put it in, but is there any support for me to add a system to register mod armours as certain types? It would be cool to be able to automatically set them up, instead of using the config.
good job all the way, and yeah chain used like that is much more realistic. what do you have in that modpack you're talking about? maybe you have a thread with it or something?
I don't have one, but now that you mention it, I may make one.
Hammer tiers themselves determine the progress increase and such.
Anvil tiers are pretty much tiered for the material worked, size is just an extension, So iron stuff would be made on iron+ (or 1), gold would be the same as iron, diamond/encrusted would be steel(2)
Take the old crafting code: it usually had new Object[]{"AAA", "AAA", "AAA"} That pretty much translates to the grid.. (3 strings represents the 3 horizontal rows, and the width of the grid is dependant on how many are inside:
Here's an example for the battleaxe
The 'A' is undefined so it will treat it as a gap, you can use spaces or anything really just make sure all the strings are the same length, (like vanilla crafting recipes)
1: I can't find the usage of the haft items, using getItem() causes it to crash.
2: I can't get steel ingots to work correctly.
Where this recipe works.
This does not.
use the ore dictionary for the ingots
Still doesn't register any result.
The second definition for H is using the component get, but crashes. Is that not what I need?
I've tried running through the getItem in my code, which works fine for balkon, but none of your items seem to work. I'm using the same classpath as your components function, "minefantasy.item.itemlistMF" but nit never finds anything.
My code
Use this method for hafts
component(59) = weak haft
component(65) = strong haft
component(81) = ornate haft
component(77) = ironbark haft
component(83) = ebony haft
Only the wooden recipe is working.
EDIT: Oh, no. Gold doesn't, but the others do. Gold doesnt even work when just using Item.ingotGold apparently.
I did however get stone and diamond working by remembering to use the right hafts. Anything with metal in it is still busted though
Gold works, I just have to un-debug my iron oredict code and that should work too.
EDIT: Yep, all good. I fell somewhat foolish for having forgotten one of core components of your smithing system, but hey, at least everything is in its own class now, that's nice.
Now all I need to do is write up all the recipes, find the item list for battlegear to get access to their chain item and learn how to use config files.
EDIT 2: I've also come to realise that I dont know how you dictate which haft is used for which kind of item, though it seems to be:
Copper: plank
bronze: weak
iron: weak
steel:strong
encrusted:strong
ornate:ornate
dragonforge:strong
mithril:ironbark
ingotumite:ebony
Is that right?
I'm no expert on the mod, but that seems good. Is this a WIP update for this mod Wafflemire?
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Don't click this link, HE is haunting it...
I'm building a recipe bridge to move the crafting from other mods onto MineFantasy's crafting system. It's mostly just for a modpack I'm making, but I will release a version with a config so anyone can use it. Maybe it'll even get more people using the mod, the fact that it has integration with almost nothing when it is such a large crafting overhaul is probably one of its downfalls.
If you have any ideas for mods I should add, I'd be happy to try adding them.
Any specific mods you'd like me to add?
Chain? You shouldn't need BG chain armour, MF has it's chain tiers.
hafts are correct
Cool, I don't mean chain armour though, BG has a 'chain' item that is used to craft its chain armours, and I'd like to use it for the flails from Balkon's mod. It seems a lot more realistic than a flail made with string.
The mod maker currently has decided to cease all progress on this mod (for now or forever) and took it down I believe. From trustworthy places of course. But other sites have this mod up:
http://www.5minecraft.net/minefantasy-mod/
I don't have one, but now that you mention it, I may make one.