#2 Custom items to 1 custom item recipe

1 messages · Page 1 of 1 (latest)

errant bay
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There are no errors when i reload the Skript

empty panther
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could you show me the code?

harsh cosmos
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^ also check your console skbee does do runtime errors as parsing is limited so we send it to your console

errant bay
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    register new shapeless recipe for ender eye named "&6&lEnder Eye" using blaze rod named "&6&lFlaming Rod", ender pearl named "&3&lEnder Pearl" with id "custom_endereye"```
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Don’t you have to put the final item in a var

harsh cosmos
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since it's shapeless you don't have to put all those air values

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and no the usage of vars is for parse times

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you don't want a 10 mile long line of lore and item meta

errant bay
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Don’t wanna crap it onto one line

harsh cosmos
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anyways give me a second to relaunch my server
in addition as you defined name and such attila the recipe will look for exact matches so if there's even a slight difference in nbt they will not accept it

errant bay
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it should be the same and ok

harsh cosmos
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you might say it but even just one being &6&lEnder &6&lEye or &6&lEnder Eye&r it breaks

errant bay
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does lore affect anything too?

harsh cosmos
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mhm

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it's apart of nbt

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recipes are strict with how they work sadly