Does anyone know how to specify a certain type of timber from this mod, using MineTweaker3? I'm trying to add a custom recipe for logs from Biomes O Plenty, and I can get "Any Timber" but I really just want it to always give Oak Timber. Right now, it looks like this:
Since it doesn't appear the metadata for the timber is different for the types of timber, I'm struggling to find what to put instead minefantasy2:MF_Com_plank in order to get the timber that I want.
Does anyone know how to specify a certain type of timber from this mod, using MineTweaker3? I'm trying to add a custom recipe for logs from Biomes O Plenty, and I can get "Any Timber" but I really just want it to always give Oak Timber. Right now, it looks like this:
Since it doesn't appear the metadata for the timber is different for the types of timber, I'm struggling to find what to put instead minefantasy2:MF_Com_plank in order to get the timber that I want.
You are should use recipe components with NBT tags
e.g. <minefantasy2:MF_Com_plank>.withTag({MF_CustomMaterials: {main_metal: "oakwood"}})
Use mt hand command go get proper string
AP, which method i should use to add MF tools/armor?
I registered new custom material with getOrAddMaterial method, MF create bars/hunks/etc, but not armor or tools
UPD: Fail, all exist, but unregistred in creative tabs
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War horse would be a good idea, taller, more resistant and with functional armor ( 5 colors is enough). If have hounds to be a counterpart to the wolves
Does anyone know how to specify a certain type of timber from this mod, using MineTweaker3? I'm trying to add a custom recipe for logs from Biomes O Plenty, and I can get "Any Timber" but I really just want it to always give Oak Timber. Right now, it looks like this:
recipes.addShaped( * 4, [[], []]);
Since it doesn't appear the metadata for the timber is different for the types of timber, I'm struggling to find what to put instead minefantasy2:MF_Com_plank in order to get the timber that I want.
unlike ingots, planks were harder to make compatible. first off, a material needs to be added (look at the material lists, its list a line of code). if the plank block has an ore dictionary as "planksX" it should work, but other mods don't do that, so it's not as easy.
AP, which method i should use to add MF tools/armor?
I registered new custom material with getOrAddMaterial method, MF create bars/hunks/etc, but not armor or tools
UPD: Fail, all exist, but unregistred in creative tabs
materials should be pretty easy to register, just need to know what to set the traits to. they only appear in tabs if their material has a corresponding "ingot" item though.
unlike ingots, planks were harder to make compatible. first off, a material needs to be added (look at the material lists, its list a line of code). if the plank block has an ore dictionary as "planksX" it should work, but other mods don't do that, so it's not as easy.
I was able to get it to work with the NBT tags that Sirse mentioned, found by using the /mt hand command. Thank you, though!
Hey AP, I've noticed that the recipe for bows seems to be missing the metal bars, for some reason.
Also, I feel it would be very useful to have a small section in the anvil where we could store hot items; quite often I find myself throwing tons of rivets or ingots and such on the floor while crafting lots of different components at once, which doesn't seem very mindful or safe It'd only need to be like, four squares, a bit like the secondary output section of the carpenter's bench, but instead for storing (hot) items.
Additionally, due to the crafting of steel being only a single bar of pig iron, it doesn't appear possible to craft pig iron ingots? I admit that I've not tried, if there's something different going on.
And lastly, a rather large suggestion: perhaps improving the repair system? I feel it would be very interesting if we had to, say, heat up what we wanted to repair, then put it on the anvil (maybe even with some material to repair it with? Like another hot ingot), and then hammer it carefully like when making it in the first place (though perhaps for a shorter time). Some items like the light armours would probably just go on the carpenter's bench (and it'd be neat to have more consistent need for needles to sew them up, heheh). A bit more inmmersive than just right-clicking on a cushion, and it'd sure make me take much more care of my items! And potentially even, they could somewhat follow how reparable they are in real life? Like Bronze is harder to repair, iron easy to repair, and such. This could go a long way and I know it'd be a lot of work, but I figured it'd be a fun and fitting idea to at least suggest! Would be cool to have a more hardcore repair system!
And lastly, a rather large suggestion: perhaps improving the repair system? I feel it would be very interesting if we had to, say, heat up what we wanted to repair, then put it on the anvil (maybe even with some material to repair it with? Like another hot ingot), and then hammer it carefully like when making it in the first place (though perhaps for a shorter time). Some items like the light armours would probably just go on the carpenter's bench (and it'd be neat to have more consistent need for needles to sew them up, heheh). A bit more inmmersive than just right-clicking on a cushion, and it'd sure make me take much more care of my items! And potentially even, they could somewhat follow how reparable they are in real life? Like Bronze is harder to repair, iron easy to repair, and such. This could go a long way and I know it'd be a lot of work, but I figured it'd be a fun and fitting idea to at least suggest! Would be cool to have a more hardcore repair system!
I'd like to second this suggestion. I *really* like this idea.
add some utily mobs like pets, hounds is too nice
I really think that he's got enough to work on as is, but maybe that's just me.
sorry for the Spam with messages but what is the purpose of coins? ( copper, gold and silver)
Just empty items for sever's ecomomy. I use it with Gringotts plugin
Does anyone know how to specify a certain type of timber from this mod, using MineTweaker3? I'm trying to add a custom recipe for logs from Biomes O Plenty, and I can get "Any Timber" but I really just want it to always give Oak Timber. Right now, it looks like this:
recipes.addShaped(<minefantasy2:MF_Com_plank> * 4, [[<ore:plankWood>], [<ore:plankWood>]]);
Since it doesn't appear the metadata for the timber is different for the types of timber, I'm struggling to find what to put instead minefantasy2:MF_Com_plank in order to get the timber that I want.
You are should use recipe components with NBT tags
e.g. <minefantasy2:MF_Com_plank>.withTag({MF_CustomMaterials: {main_metal: "oakwood"}})
Use mt hand command go get proper string
When will have compatibility with mine blade battlegear again?
AP, why bars in creative registers twice?
AP, which method i should use to add MF tools/armor?
I registered new custom material with getOrAddMaterial method, MF create bars/hunks/etc, but not armor or tools
UPD: Fail, all exist, but unregistred in creative tabs
War horse would be a good idea, taller, more resistant and with functional armor ( 5 colors is enough). If have hounds to be a counterpart to the wolves
The "Steed" was planned. be best done when I can separate MF into smaller modular mods though. lessen the clutter and all that.
hm, my free time is dying down again, but I'm sure this can be open sourced and maintained in one way or another.
what sirse said. the fact their just blank, empty items allows for them to be anything, provided a server has a mod/plugin for it.
unlike ingots, planks were harder to make compatible. first off, a material needs to be added (look at the material lists, its list a line of code). if the plank block has an ore dictionary as "planksX" it should work, but other mods don't do that, so it's not as easy.
It kind of has, never really got to adding the stuff back though.
you mean in regular vanilla tabs or in the NEI tab? I know the latter registers funny but vanilla one worked fine i thought.
materials should be pretty easy to register, just need to know what to set the traits to. they only appear in tabs if their material has a corresponding "ingot" item though.
I was able to get it to work with the NBT tags that Sirse mentioned, found by using the /mt hand command. Thank you, though!
1st: All bars are duplicated in creative
2nd: Shadowmetal tools don't registered, but material was added and ingot detected by MF from oreDict
Hey AP, I've noticed that the recipe for bows seems to be missing the metal bars, for some reason.
Also, I feel it would be very useful to have a small section in the anvil where we could store hot items; quite often I find myself throwing tons of rivets or ingots and such on the floor while crafting lots of different components at once, which doesn't seem very mindful or safe It'd only need to be like, four squares, a bit like the secondary output section of the carpenter's bench, but instead for storing (hot) items.
Additionally, due to the crafting of steel being only a single bar of pig iron, it doesn't appear possible to craft pig iron ingots? I admit that I've not tried, if there's something different going on.
And lastly, a rather large suggestion: perhaps improving the repair system? I feel it would be very interesting if we had to, say, heat up what we wanted to repair, then put it on the anvil (maybe even with some material to repair it with? Like another hot ingot), and then hammer it carefully like when making it in the first place (though perhaps for a shorter time). Some items like the light armours would probably just go on the carpenter's bench (and it'd be neat to have more consistent need for needles to sew them up, heheh). A bit more inmmersive than just right-clicking on a cushion, and it'd sure make me take much more care of my items! And potentially even, they could somewhat follow how reparable they are in real life? Like Bronze is harder to repair, iron easy to repair, and such. This could go a long way and I know it'd be a lot of work, but I figured it'd be a fun and fitting idea to at least suggest! Would be cool to have a more hardcore repair system!
I'd like to second this suggestion. I *really* like this idea.
AP, why weapons, registered via API (CustomMaterial.getOrAddMaterial("ShadowMetal", "metal", 7, 5.0F, 11.0F, 0.8F, 7.0F, 85F, 3.5F, 10, 10, 42)
.setMeltingPoint(2500).setCrafterTiers(6).setRarity(1);) gets unbelievable stats like +140 to damage?
Colors are hardcoded in the mod, you are should do only "Any" basic textures
Hey, what is the name of the sound bit you use to get the level up sound? i'm making a resource pack and want it to be literally anything else.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
AP, where are you?)