I have built a modpack for my friends and I, and it contains around 150 mods, including ones such as greg tech, tinkers construct, and applied energistics. For the sake of balancing everything or making custom recipes that give the mods better interaction with each other, i would like to change some of the crafting recipes in these mods to include items from other mods in the recipes as well. I cant seem to find tutorials for this anywhere. What would i need to do to change the recipes and make sure that i can include items in them from other mods? I would prefer not to have to install something like custom stuff 2 or another type of mod if at all possible, unless you think that it would be easier. the modpack is on minecraft version 1.6.4 if that makes any difference. So if the previous explanation did not clarify, i want to take recipes from one mod, and not only be able to change them, but to also include items from separate mods in the recipe.
You've already answered your own question, you can use a mod like MineTweaker to change the recipe's. You've posted in the development forum, do you think recompiling the mods with changed recipe code would be easier? You would need the source code for every single one of those mods or you'd have to decompile them all, which is not easier lol.
Everybody uses MineTweaker (e.g. FTB packs), so just use it.
You could just iterate through the recipe list and if the output stack and input fits, remove it from the list.
CraftingManager.getInstance()
He doesn't want to just remove recipe's, but change and add new ones - ones with inter-dependencies, as he said (items from one mod being part of the recipe for an item from a different mod).
Writing a mod for this is far more complicated than using MineTweaker and setting up configuration for it.
He doesn't want to just remove recipe's, but change and add new ones - ones with inter-dependencies, as he said (items from one mod being part of the recipe for an item from a different mod).
Writing a mod for this is far more complicated than using MineTweaker and setting up configuration for it.
be careful... some mods specifically forbid the use of MineTweaker in their license...
Seriously? Some mod developers forbid people from using their work alongside another mod? Not so much why so much as... where the heck do they get the nerve?
"Terms of Service" on a non-official modification based on reverse engineering software.... xD
@ Neuroticcheeze, if you have any of these mods I wouldn't worry, what could they do - sue you?
some mod authors forbid the use of MineTweaker simply because of how drastically it can alter the balance and feel of the mod... i would do the same if i felt the use of it would ruin the balance i worked so hard to achieve...
not "terms of service" License, as in CCA/MIT... whether it be for minecraft, forge, or a standalone software, all code written is protected at the very least by an Intellectual Property Rights license, but in the case of code its more often a Creative Commons license or an MIT license... while the software may be for use with minecraft the code itself is still owned by its creator, and they legally have full rights to it in every way, with one exception in this case which is that by creating a mod for minecraft they specifically give Mojang express rights to the IP....
yes, they can... violation of Intellectual Property rights alone can net up to a $100,000 fine for punitive damages....
I don't get it. Mod authors telling their mod players not to mod their mod, because it ruins the balance...? That's be like Mojang telling their players they're not allowed to mod Minecraft, because it will ruin the balance of the game. Which is clearly does, btw. But the thing is that nobody is forcing anybody to mod their game.
Why aren't users free to change their own personal modded experience how they like? As long as they don't expect support/help with it - but that's implied anyway, unofficial modification = no support - everyone knows that.
And errr, changing recipe's with MineTweaker does not violate any mod IP. The mod itself have already violated Minecraft's IP, so any compounded claims of breach are void - any court will tell you that. As per Mojang's EULA, there's no such thing as an IP in a Minecraft mod - you only own the *code* that you made (I guess that's IP too, yeah) but the actual content is just as much Mojang's as yours, and it's only yours by name (not liberty) - "If you make any content available on or through our Game, you must give us permission to use, copy, modify and adapt that content. This permission must be irrevocable, and you must also let us permit other people to use, copy, modify and adapt your content".
Yes it can drastically alter the balance and feel of the mod, but it's not like they can accidentally do it and blame you for making a crap mod. Forbidding your users from customizing their experience is just a really lousy thing to do. And honestly, anybody who tries to "protect" their mod IP with legality are just deluding themselves. The best way to protect your "code IP" is by open sourcing it - nobody can steal it and claim it as their own, because your public repositories clearly state the dates and the names of the authors. The content, or "ideas", themselves - you don't really own at all. And the only remaining reason to protect your mod with legal nonsense is for making money, which the EULA clearly states is not allowed.
Mojang specifically states that you can create content freely so long as it dont have porn/lewd images/homophobic dialogue etc etc... so creating a mod is not a violation of Minecrafts Terms Of Use...
and they are allowed to make their own custom experience and change things as they see fit, so long as they do it privately... the moment they share the modified content is the moment they violate the mods license(well, some mods) even the standard Minecraft Mod License(a very commonly used license originally wrote for Buildcraft - http://www.mod-buildcraft.com/MMPL-1.0.txt) states you are not allowed to distribute any modified works without specific written permission from the mod author
personally i feel the way you do... but at the same time after getting permissions for my latest modpack with 170+ mods in it i can assure you that licensing is a big deal...
Well then, anybody is free to decompile BoP and use it's code without complying with the license (i.e. giving attribution), because CC does not cover anything to do with reverse engineering or sources.
I never said creating a mod was a violation of Minecraft ToS, it says right there on EULA that Mojang permit this.
It's true that people who have their own license can say that others cannot use the code without permission, or even at all - my main point was that nobody in their right mind would invest funds to legally enforce their mods under license if someone were to breach it. We're not allowed to make money off mods, so why bother?
I don't have anything *personally* against those with who put restrictive licenses on their mods - whether it be the soft restriction of Buildcrafts' "With permission only", or the very restrictive "No this is my mod, I am the kewlest, go away lamerz" closed-source licenses - I just don't see the point, all they are protecting is their ego / brag rights. Call me materialistic, but if it can't be sold then there's no point keeping any secrets as far as I'm concerned
thats not a bad approach... it raises a point though... why exactly can it not be sold? i didnt see anywhere in Mojang's TOS that forbids it, unless you include part of minecraft, which code does not... say i were to have my src folder, which only includes windows folders text documents and pictures, all of which were created entirely by me, why could i not sell that exactly? (not that i want to, im just a curious bugger that likes to know everything :P)
"Any tools you write for the Game from scratch belong to you. . Modifications to the Game ("Mods") (including pre-run Mods and in-memory Mods) and plugins for the Game also belong to you and you can do whatever you want with them, as long as you don‘t sell them for money / try to make money from them. We have the final say on what constitutes a tool/mod/plugin and what doesn‘t."
There's a huge grey area here, lots of people get Patreon "donations" for making mods. If that's not "trying to make money from modding", then I don't know what is.
yes, i have a friend that build minecraft modpacks, and he said that he edits the source code himself, so i was wondering if that was truly the best way to do it, and if it was, im not sure how to decompile it. Anyways thanks, i had not heard about mine tweaker
Back to the original question, I think the recipes list is a publicly accessible (through getRecipeList() method) object. So you can grab it with something like:
Then you can manipulate it like any ArrayList. And you can certainly include items from other mods in your recipes fairly simply if you know what they're called in various registries.
You'd want to do the editing of the recipes in the post-init part of your FML lifecycle events, since you need to make sure all the MODS are loaded.
I think your friend is trying to sound l33t and pull your leg EFNova Nobody would bother decompiling the mods, it's too unreliable - 95% of the time the mod would need some lines of code manually corrected. Why bother with this when you can just use MineTweaker like everybody else
Everybody uses MineTweaker (e.g. FTB packs), so just use it.
CraftingManager.getInstance()
He doesn't want to just remove recipe's, but change and add new ones - ones with inter-dependencies, as he said (items from one mod being part of the recipe for an item from a different mod).
Writing a mod for this is far more complicated than using MineTweaker and setting up configuration for it.
Ah, ok. Completely missed that. :I
Seriously? Some mod developers forbid people from using their work alongside another mod? Not so much why so much as... where the heck do they get the nerve?
"Terms of Service" on a non-official modification based on reverse engineering software.... xD
@ Neuroticcheeze, if you have any of these mods I wouldn't worry, what could they do - sue you?
not "terms of service" License, as in CCA/MIT... whether it be for minecraft, forge, or a standalone software, all code written is protected at the very least by an Intellectual Property Rights license, but in the case of code its more often a Creative Commons license or an MIT license... while the software may be for use with minecraft the code itself is still owned by its creator, and they legally have full rights to it in every way, with one exception in this case which is that by creating a mod for minecraft they specifically give Mojang express rights to the IP....
yes, they can... violation of Intellectual Property rights alone can net up to a $100,000 fine for punitive damages....
Why aren't users free to change their own personal modded experience how they like? As long as they don't expect support/help with it - but that's implied anyway, unofficial modification = no support - everyone knows that.
And errr, changing recipe's with MineTweaker does not violate any mod IP. The mod itself have already violated Minecraft's IP, so any compounded claims of breach are void - any court will tell you that. As per Mojang's EULA, there's no such thing as an IP in a Minecraft mod - you only own the *code* that you made (I guess that's IP too, yeah) but the actual content is just as much Mojang's as yours, and it's only yours by name (not liberty) - "If you make any content available on or through our Game, you must give us permission to use, copy, modify and adapt that content. This permission must be irrevocable, and you must also let us permit other people to use, copy, modify and adapt your content".
Yes it can drastically alter the balance and feel of the mod, but it's not like they can accidentally do it and blame you for making a crap mod. Forbidding your users from customizing their experience is just a really lousy thing to do. And honestly, anybody who tries to "protect" their mod IP with legality are just deluding themselves. The best way to protect your "code IP" is by open sourcing it - nobody can steal it and claim it as their own, because your public repositories clearly state the dates and the names of the authors. The content, or "ideas", themselves - you don't really own at all. And the only remaining reason to protect your mod with legal nonsense is for making money, which the EULA clearly states is not allowed.
EDIT: Also, nobody licenses their code with Creative Commons - anybody who does has no idea what they're doing.
Mojang specifically states that you can create content freely so long as it dont have porn/lewd images/homophobic dialogue etc etc... so creating a mod is not a violation of Minecrafts Terms Of Use...
and they are allowed to make their own custom experience and change things as they see fit, so long as they do it privately... the moment they share the modified content is the moment they violate the mods license(well, some mods) even the standard Minecraft Mod License(a very commonly used license originally wrote for Buildcraft - http://www.mod-buildcraft.com/MMPL-1.0.txt) states you are not allowed to distribute any modified works without specific written permission from the mod author
personally i feel the way you do... but at the same time after getting permissions for my latest modpack with 170+ mods in it i can assure you that licensing is a big deal...
I never said creating a mod was a violation of Minecraft ToS, it says right there on EULA that Mojang permit this.
It's true that people who have their own license can say that others cannot use the code without permission, or even at all - my main point was that nobody in their right mind would invest funds to legally enforce their mods under license if someone were to breach it. We're not allowed to make money off mods, so why bother?
I don't have anything *personally* against those with who put restrictive licenses on their mods - whether it be the soft restriction of Buildcrafts' "With permission only", or the very restrictive "No this is my mod, I am the kewlest, go away lamerz" closed-source licenses - I just don't see the point, all they are protecting is their ego / brag rights. Call me materialistic, but if it can't be sold then there's no point keeping any secrets as far as I'm concerned
There's a huge grey area here, lots of people get Patreon "donations" for making mods. If that's not "trying to make money from modding", then I don't know what is.
Then you can manipulate it like any ArrayList. And you can certainly include items from other mods in your recipes fairly simply if you know what they're called in various registries.
You'd want to do the editing of the recipes in the post-init part of your FML lifecycle events, since you need to make sure all the MODS are loaded.
Anything based on Forge is a Minecraft mod, nobody could rightly argue against that.
You can do this just dont put the modpack out keep it to your self