• 0

    posted a message on Using NBT in recipe input
    Quote from Spyeedy»

    Investigating further into vanilla shapeless recipes gave me this:

    {
      "type": "crafting_shapeless",
      "ingredients": [
        {
          "item": "minecraft:gunpowder"
        },
        {
          "item": "minecraft:blaze_powder"
        },
        [
          {
            "item": "minecraft:coal",
            "data": 0
          },
          {
            "item": "minecraft:coal",
            "data": 1
          }
        ]
      ],
      "result": {
        "item": "minecraft:fire_charge",
        "count": 3
      }
    }



    So I guess it is possible to have different variants of a single item for 1 ingredient.



    Applying this to my recipe, it works! I can have either "healing" or "strong_healing" potions in the recipe!

    Thanks Geforce!

    Posted in: Modification Development
  • 0

    posted a message on Using NBT in recipe input

    Investigating further into vanilla shapeless recipes gave me this:

    {
      "type": "crafting_shapeless",
      "ingredients": [
        {
          "item": "minecraft:gunpowder"
        },
        {
          "item": "minecraft:blaze_powder"
        },
        [
          {
            "item": "minecraft:coal",
            "data": 0
          },
          {
            "item": "minecraft:coal",
            "data": 1
          }
        ]
      ],
      "result": {
        "item": "minecraft:fire_charge",
        "count": 3
      }
    }

    So I guess it is possible to have different variants of a single item for 1 ingredient.

    Posted in: Modification Development
  • 0

    posted a message on Using NBT in recipe input

    Hmm hold on, that's for shaped recipe. I'm using shapeless recipe. I'm guessing it won't work for shapeless recipes.

    Posted in: Modification Development
  • 0

    posted a message on Using NBT in recipe input
    Quote from Geforce»

    Actually, after looking at the Forge documentation on recipes, you can define multiple items for a single key. I don't know if having multiple .json files for a single recipe would cause any issues, but this is a way you could avoid that altogether.


    I see! Man, my eyes must have been sleeping! I totally overlooked that in the documentation! Thanks Geforce! I'll try that!

    Posted in: Modification Development
  • 0

    posted a message on Using NBT in recipe input
    Quote from Spyeedy»



    Thx it worked! Next problem, how would I allow both "healing" and "strong_healing" to be used in the same recipe? Either "healing" or "strong_healing" Potions are allowed


    Apparently, simply copy pasting the same recipe json file, renaming the 2nd file and changing the NBT tag to "strong_healing" works.


    I'm not too sure why it works but, is the name of the recipe json file important, like is the name used/referenced anywhere?

    Posted in: Modification Development
  • 0

    posted a message on Using NBT in recipe input
    Quote from Geforce»

    Here's an example from my mod on how to use certain potions in recipes. You don't actually need any code to do so in 1.12.2, as you now create recipes using .json files in Forge. In that example, the recipe is a potion of harming placed on top of a water bucket. You can find the names for all the other potion types in net.minecraft.potion.PotionType.registerPotionTypes().




    Thx it worked! Next problem, how would I allow both "healing" and "strong_healing" to be used in the same recipe? Either "healing" or "strong_healing" Potions are allowed

    Posted in: Modification Development
  • 0

    posted a message on Using NBT in recipe input

    I would like to use potions in my recipe input, specifically, potions. Potions are differentiated through their NBT tags. Hence, I'll need to use NBT tag in my recipe input to identify the potion to be used in my recipe.

    A friend suggested using Forge's NBT Ingredient, however, I could not find any documentation on it. All I managed to find was OreDict Ingredient.

    So, could someone point me to the right direction or assist me in getting started?


    Edit:

    • Solution for usage of NBT: here
    • Solution for multiple items under the same key for shaped recipes: here
    • Solution for multiple ingredients in the same slot for shapeless recipes: here
    Posted in: Modification Development
  • 0

    posted a message on [1.7.10] SUPERHEROES UNLIMITED MOD - NOW APART OF THE LEGENDS MOD
    Quote from Tihyo»

    Oh it will not be nearly done in time for that.

    Perhaps a release of a video featuring new features/characters, or teasing/hinting of a new feature coming to SUM 6.0 on Twitter? Just suggesting how you could do something SUM-related for release of Avengers 3.
    Posted in: Minecraft Mods
  • 0

    posted a message on Baked models and OBJ models

    Forge model animation system? Mind shedding some light on that?

    Posted in: Modification Development
  • 0

    posted a message on Baked models and OBJ models

    Just a quick question about baked models and OBJ models, can OBJ models be used as baked models to do special stuffs such as rotating the OBJ model while it is being used?

    Posted in: Modification Development
  • 0

    posted a message on Textures and Names not working.

    Why are you coding on 1.7.10? 1.7.10 is outdated and no longer supported by the Forge devs. You are better off coding on 1.12 or 1.12.1, the newest versions of forge. Most people here won't be able to help you with your problems on 1.7.10. As they started coding on the new versions OR, they have forgotten how to code on 1.7.10.

    Posted in: Modification Development
  • 0

    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Quote from ThePinkSheeple»

    Can you install this mod to Xbox one?


    No
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] SUPERHEROES UNLIMITED MOD - NOW APART OF THE LEGENDS MOD
    Quote from Kaijucraft333»


    A lot of people still play in 1.7.10 mods tho.


    Well, from what I can tell, players remain on 1.7.10 as the mods they want to play are either not updated or have stopped development at 1.7.10. For SUM players, some wants to update to the newer versions to allow them to play with other mods that are on the new MC versions. However, it's because of mods such as SUM that do not want to update which causes them to continue playing on 1.7.10. While yes, a lot of players play on 1.7.10, you need to also remember that some of these 1.7.10 mods that the players play had been either abandoned by their mod creators or the mod creators do not want to update to 1.7.10 for stupid reasons such as "taking a long time to update the", "updating is tedious because of the many changes", "combat update sucks" and "I don't want to update because I will have to keep on updating to newer versions each time Minecraft releases a new MC update".
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] SUPERHEROES UNLIMITED MOD - NOW APART OF THE LEGENDS MOD

    Yes, hence the term "alpha". Hopefully if Tihyo ever decided to leave, he would allow a trustworthy person to carry the torch for this mod and keep it updated.

    If tihyo does pass the torch to the next coder for SUM, I really hope he/she will update the mod to the newer versions of minecraft. 1.7.10 is dead, no longer supported by forge devs and is OUTDATED.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from Kahguya»

    Is this mod dead?


    Sadly, yes
    Posted in: WIP Mods
  • To post a comment, please .