Hi there, so I'm trying to reference "silicon" form ae2 in a crafting recipe, and I'm getting null returned for the item; I suspect that I'm not getting the unlocalized name right.
I'm using the language file to find the unlocalized names of the items/blocks in my crafting recipes, and the blocks work just fine (attachment below).
So i'll attach a screenshot of the code doing the crafting, it works for the block, and any item except for the ones in the language file that have ".material".
I think its because the ae2 code is really funny about implementing items in that it classes them as a material I THINK?
So basically I don't know how to reference these items with the ".material" addition, any help would be really nice.
Thanks in advance!
P.S. Something I should maybe mention, I'm referencing items from external mods using their unlocalized name string and modid, and I have already tried all combinations of caps and underscores and ".material"s.
EDIT: SOLVED
For those interested the code is below. It should be noted that this works for Thermal Dynamics too (as they use the same material item system), and that the first integer(1) is for how many items to output in the crafting table and the second integer(23) is the material ID given to the item materials.
That was some great advice I hadn't tried that! Whilst that did get rid of the error, it didn't quite work. Either AE2 does not register any of its items in the ore dictionary, or I am missing something else entirely. Just to test I used a really common entry such as "dustGold", but that does not yield anything either. In fact, there is not a single item or block in AE2 that worked. My suspicions again are that items are not registered in the same way or have the same naming types. They all have material properties. I'm not quite sure what to do now but thanks for the help anyway!
EDIT: I looked into mystical crops/magical crops code on github to see how they did it and they have done a similar thing, only when I use the code EXACTLY it still cannon find an item, just thought I'd share that curiosity.
Hi there, so I'm trying to reference "silicon" form ae2 in a crafting recipe, and I'm getting null returned for the item; I suspect that I'm not getting the unlocalized name right.
I'm using the language file to find the unlocalized names of the items/blocks in my crafting recipes, and the blocks work just fine (attachment below).
So i'll attach a screenshot of the code doing the crafting, it works for the block, and any item except for the ones in the language file that have ".material".
I think its because the ae2 code is really funny about implementing items in that it classes them as a material I THINK?
So basically I don't know how to reference these items with the ".material" addition, any help would be really nice.
Thanks in advance!
P.S. Something I should maybe mention, I'm referencing items from external mods using their unlocalized name string and modid, and I have already tried all combinations of caps and underscores and ".material"s.
EDIT: SOLVED
For those interested the code is below. It should be noted that this works for Thermal Dynamics too (as they use the same material item system), and that the first integer(1) is for how many items to output in the crafting table and the second integer(23) is the material ID given to the item materials.
You can use the oreDict.
This is my code, it iterates through all logWood and creates a 'Drawer" recipe for them:
You code for retrieving silicon will probably look like this: OreDictionary.getOres("itemSilicon") (Be sure to look up the oredict for silicon!)
That was some great advice I hadn't tried that! Whilst that did get rid of the error, it didn't quite work. Either AE2 does not register any of its items in the ore dictionary, or I am missing something else entirely. Just to test I used a really common entry such as "dustGold", but that does not yield anything either. In fact, there is not a single item or block in AE2 that worked. My suspicions again are that items are not registered in the same way or have the same naming types. They all have material properties. I'm not quite sure what to do now but thanks for the help anyway!
EDIT: I looked into mystical crops/magical crops code on github to see how they did it and they have done a similar thing, only when I use the code EXACTLY it still cannon find an item, just thought I'd share that curiosity.