#Forge tags I made for foods. 1.20.1

1 messages · Page 1 of 1 (latest)

shy mist
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Forge tags I made for foods. 1.20.1

indigo vapor
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Maybe something is not working on forge exactly it supposed to work?

shy mist
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Once I added the tags the rest of the recipes I expected started to work. Stuff like using green beans and cucumbers as generic vegetables for recipes that called for them and the automated cutting board recipe from Create: Slice and Dice.

indigo vapor
tall scaffold
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@indigo vapor @shy mist I thought that you had tested it on 1.20.1 and confirmed that it was working correctly. This is strange!

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🤔🧐

indigo vapor
tall scaffold
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Well since you already set everything up, maybe it would be better if you updated the c tags to Forge tags on the 1.20.1 version? That way I don’t mess it up

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And don’t forget, my repo is public now!

indigo vapor
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that's only for forge release

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fabric+neo+quilt are using same C tag

indigo vapor
# tall scaffold Ahh ok

okay, i saw the issue. Some mods, do not have consent on what common tag to use for the forge loader. Forge loader always use it's own forge tag, for the common one, so a lot of mods, for the forge version, provided only wiht forge tag BUT in new version, mod loader shifted for using common tag that are use ACROSS ALL MODLOADERS the C tag

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so in new versions, i think all mods are already using c tag across all the mod loaders

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but in 1.20.1 yes, the farmer's delight using forge tag as common one... BUT in 1.21.1 it shifte to using C tag across all the modloaders...

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so basically... for better and easier management you could o 2 things @tall scaffold

1 just copy paste the "C" folder, and just rename it "forge". Keep it across all versions? Maybe... why not? It's easy... Just a random forge folder for integrity

2 copy paste the "C" folder, rename it "forge" AND keep this folder ONLY for forge builds that are lower than 1.21.1! (less size across versions and loaders that are not using the forge tag at all, but hard to miss it, if you will do thi way. You just could forget to do it from time to time)

tall scaffold
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I’m already using two different sets of tags— c tags on my 1.21.1 branch and forge tags on my 1.20.1 branch

Check this out

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That’s how I’m combining them so I can have the same tags on both branches

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Works on 1.21.1 and 1.20.1

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Gtg I’ll be back later

indigo vapor
indigo vapor
indigo vapor
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i will also make sure, to make those changes compatible across all the versions and all the modloaders! (no need to change at all! There will be just a slightly more size for all the versions, but basically no headache for you, to change every folder name at that specific version =-=) I will also download all mods for all the modloaders for supported 1.20.1 and 1.21.1 versions to see what tag system they are using right now, and, from that point - just merger them into one super giant compatible folder...

tall scaffold
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🎉

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🤌🏼🤌🏼🤌🏼

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🙌🏼🙌🏼🙌🏼

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Wow that’s going to be awesome!

indigo vapor
# tall scaffold 😱😱😱

was busy figuring out, how the heck to install witcher mods. Still dunno, Why every mod page say different things... with it's own folder hierarchy.. but there is only one? gonna do all of the things. When i will have self spare time. That i could spend ONLY to myself

indigo vapor
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you just didn't update the repository?

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and in your 1.20 branch, only

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i will not change any of the mod recipes/anything else then, Just only the mod compats! I were just duplicating folders, like advancement -> advancements for different version, but i will leave it up to you then. Just rename and redact all the mod compatibilities then

indigo vapor
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i'm uploading changes, tough, i dunno why changed recipes of another mod on forge not working :__

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no...

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fabric issue too... i dunno what i'm doing wrong 😅

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and the fabric too...

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😭

indigo vapor
indigo vapor
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yeah,, i think that's the issue... everything added just to the jar into the data folder will now work? unless you build it? But minecraft folders works somehow but not other mods? But changing recipe of your mod and minecraft works perfectly... changing?

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i just checked. Recipe changing via data folder structure like this

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not working at all

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though, changing and checking everything via datapack works correctly

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somehow, this method is... not allowed? but minecraft recipes changes perfectly... and other mods too? The issue with croptopia and farmers delight. They somehow blocking this type of changes...

tall scaffold
indigo vapor
tall scaffold
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I’m not at my office yet but I can build something for you later when I get there

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But you shouldn’t have to build a mod to add data.

indigo vapor
tall scaffold
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I’m having a little trouble with the language barrier. Could you explain exactly what is going wrong currently?

indigo vapor
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the list of the recipes in your public repo

tall scaffold
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OHHHHHHHHHHHH

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Data generation

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@indigo vapor 👆🏼

indigo vapor
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OHHHHH

tall scaffold
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Most of my recipes are created with fabric’s data generation

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The public repository does not have them

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Data generation is packed into the jar build process

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So when I run my GitHub action which publishes the mod, it runs the build process, which depends on the data generation process

indigo vapor
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second changing recipes of other mods (croptopia and farmers delight) not working at all (these two, that are just replacing the #c tag in the og recipe, for just cucumber - cucumber seed form that mod, cause, it's strange, why putting ANY cucumber in the crafting table, will result into acquiring ONLY the croptopia seeds)

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and i can't seem to figure out why? Changing recipe of you mod this way - works perfectly. Changing vanilla recipes - works perfectly. Tags? — Seems fine

tall scaffold
indigo vapor
indigo vapor
tall scaffold
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I will have to look into that. I’ve never heard of a different priority when the recipes are directly in the jar file versus when they are added with a data pack

tall scaffold
indigo vapor
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the released version

tall scaffold
indigo vapor
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so, for now, those recipes are just not working at all. (checked the thermal expnsion, and others working fine)

tall scaffold
indigo vapor
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data/croptopia/recipe
data/farmersdelight/recipe (you don't have any recipe in that folder for now, but, i just was checking, and this folder not working too)

If you want to change any recipe from putting any
data/adorablehamsterpets/recipe
into the jar of any other mod folder, it working perfectly

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maybe those mods are just hardcoding recipes? 😅

indigo vapor
tall scaffold
tall scaffold
indigo vapor
tall scaffold
indigo vapor
tall scaffold
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@indigo vapor here's what chatgpt says lol

indigo vapor
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a lot of mods, including double 1.20.1 and 1.21.1 structure as well as forge tags. It's not a big size, why not?

indigo vapor
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for 1.20.1 and 1.21.1 all the conventions

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included in a release version

tall scaffold
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AHh yes

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I understand now

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You were not asking me to do anything, you were just commenting that a lot of other mods are also doing the same thing that you're doing right now?

indigo vapor
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of course you could manually remove unnecessary one, and decrease mod size by a little, that's up to you

tall scaffold
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Just so I understand, moving forward, the compatibility data will now be identical for both of my branches, right?

indigo vapor
tall scaffold
indigo vapor
tall scaffold
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WOW THIS IS AWESOME

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AMAZING JOB

indigo vapor
tall scaffold
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@indigo vapor Let me know if I missed anything!

### Added
- **Mod Compatibility Improvements** (Huge thanks to [@CasualAnimalEnjoyer](https://github.com/CasualAnimalEnjoyer)!)
  - Added conventional `c` tags for Cheese to improve cross-mod compatibility.
  - Added specific data structures and loading conditions to support the legacy Forge loader.

### Fixed
- **Data Structure & Recipes** (Thanks again [@CasualAnimalEnjoyer](https://github.com/CasualAnimalEnjoyer)!)
  - Duplicated tag folders to resolve structural differences between 1.20.1 (plural directories) and 1.21.1 (singular directories).
  - Corrected the Cloche and Insolator compatibility recipe paths for 1.20.1.
  - Fixed load conditions for Thermal Expansion integration to ensure recipes only load when the mod is present.
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(no code block; formatting shown) 👇🏼👇🏼👇🏼

Added

  • Mod Compatibility Improvements (Huge thanks to @CasualAnimalEnjoyer!)
    • Added conventional c tags for Cheese to improve cross-mod compatibility.
    • Added specific data structures and loading conditions to support the legacy Forge loader.

Fixed

  • Data Structure & Recipes (Thanks again @CasualAnimalEnjoyer!)
    • Duplicated tag folders to resolve structural differences between 1.20.1 (plural directories) and 1.21.1 (singular directories).
    • Corrected the Cloche and Insolator compatibility recipe paths for 1.20.1.
    • Fixed load conditions for Thermal Expansion integration to ensure recipes only load when the mod is present.
frozen coral
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Oooo

indigo vapor
frozen coral
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But thank you as well Animal. Teamwork makes the dream work in these situations!

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Mods in general are a community endeavour and it’s lovely to see all helping out on being able to enjoy this adorable lil hamster mod to its fullest ahp_emoji_hamster_with_heart

tall scaffold
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thank you!

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I will def add him to the README

tall scaffold
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Ok @indigo vapor how's this?

indigo vapor
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so, forge loading conditions my idea
forge tags his/her first thought and implementation, i just reworked them a little or cross all the compat

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😅

tall scaffold
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Ok gotcha.

So I'm cherry picking the changes down to 1.20.1 and there are some conflicts

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@indigo vapor Do we need alternate version of these for 1.20.1?

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Should I just go in and manually tweak them to say "forge:mod_loaded" instead of "neoforge:mod_loaded" and hope they work? lol

indigo vapor
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everything is fine there, i double checked

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maybe...

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yep, those deleted lines are ok. And also or the cloche part too, where item -> id. Since, cloche is not for that version yet, but i already did the change!

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oh, i see now, i firstly didn't recognized what the middle tab is doing... it's just like witcher mod conflict reviser 😅 Yeah, it's ok to leave mine. I you want, you could send files (the og and the changed one, so i could see fully side by side in my side, maybe the og file was something different)

indigo vapor
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recipe for 1.21.1 and recipes for 1.20.1

indigo vapor
# tall scaffold

checked, again, and my version is fine in my commit, in that folder!

indigo vapor
tall scaffold
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@indigo vapor Sorry, the language barrier is getting in the way here. I just want to make sure I understand you about the 1.20.1 branch specifically.

Referencing this screenshot, in the conflict window for cloche_cucumber.json:

  • Left (Current 1.20.1 branch): Uses forge:mod_loaded and "id".
  • Right (Your Incoming Commit from my 1.21.1 branch): Uses neoforge:mod_loaded and "item".

If I choose 'Accept Yours', it puts neoforge code into the 1.20.1 branch. Wouldn't that break the legacy Forge loader for 1.20.1?

Shouldn't I manually tweak it to keep using forge:mod_loaded and "item" for 1.20.1?

The reason i'm confused is because I was under the impression that the changes you were making would result in a situation where I could have the same files across both branches, but it seems all the recipes are formatted for 1.21.1.

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Similar conflicts in all of these files

indigo vapor
# tall scaffold <@336842531163865109> Sorry, the language barrier is getting in the way here. I ...

To clarify things. I dunno how exactly cherry picking is working at all. All i see, that it tries to somehow manage 2 files into one - that is not good in this case.

If your develop file is on the right it is not correct. Why? The data -> recipes folder is for 1.20.1 and, the file structure "id" is for the 1.21.1. So mine, on the right with "item" is correct way.

Secondly, in your file on the left, first condition "forge" and the second one "forge" again, so it's not correct either. Why putting 2 same conditions in the same file?

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i'd rather say "just not cherry pick, and leave my files". I dunno why currently in your "recipes" folder are ile structure with 1.21.1 "id" in the result line and double of "condition"

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hope I explained this well this time. And don't forget, it's not a language barrier in my case, it's more of a brain barrier 😅 Even in my native language, people much always are having hard times understanding me. My thoughts are a very big "scene", that i could describe and perfectly portray only trough a BIG chunk of text (literature). Describing that scene in a small chunks — you don't have enough context to understand it

tall scaffold
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When I "cherry-pick" your commit from develop to 1.20.x, it takes the exact text you wrote for 1.21.1 and tries to force it into the 1.20.1 files.

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  1. The Loader Issue: Your code (shown on the right side) uses neoforge:mod_loaded. If I copy ("cherry-pick") that text into the 1.20.1 branch, it will break, because the legacy Forge loader on 1.20.1 doesn't know what "neoforge" is. It requires forge:mod_loaded. You can see an example of it on the left side.
  2. The Syntax Issue: You mentioned id vs item. Syntax changes between Minecraft versions. 1.20.1 requires "id" (which is what I had previously) and 1.21.1 requires "item" (your change), so copying ("cherry-picking") your 1.21.1 file directly to the 1.20.1 branch will cause the recipes to stop working.

My main question:
Did you actually launch a Minecraft 1.20.1 instance and test that these specific files (with "item" and neoforge conditions) work in-game?

I want to keep your folder restructuring (that part is great!), but I suspect I need to manually revert the syntax inside the files to match 1.20.1 standards.

indigo vapor
# tall scaffold 1. **The Loader Issue:** Your code (shown on the right side) uses `neoforge:mod...

1 - in the file it has conditions for forge and for neo
"conditions": [
{
"type": "forge:mod_loaded", "modid": "thermal_expansion"
}
],
"neoforge:conditions": [
{
"type": "neoforge:mod_loaded", "modid": "thermal_expansion"
}
],
"fabric:load_conditions": [
{
"condition": "fabric:all_mods_loaded", "values": ["thermal_expansion"]
}

so, conditions for forge
neoforge conditions for neo
an fabric load conditions

indigo vapor
# tall scaffold 1. **The Loader Issue:** Your code (shown on the right side) uses `neoforge:mod...

if, you are saying, that, in 1.20.1 branch, neoforge is using the forge:mod_loaded as i assume, than yes, my structure is not correct. Change for every recipe need to be made to change every
"neoforge:conditions": [ { "type": "neoforge:mod_loaded", "modid": "thermal_expansion" }
to
"neoforge:conditions": [ { "type": "forge:mod_loaded", "modid": "thermal_expansion" }

Or, just better delete the NEO forge condition entirely. I didn't know, that on 1.20.1 branch, neoforge is using legacy forge load conditions? and leaving just
"conditions": [
{
"type": "forge:mod_loaded", "modid": "thermal_expansion"
}
]

I understood you correctly in this case?
than yes, i could delete all the neo, for 1.20.1 conditions, and upload once more the fix.

indigo vapor
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How we could solve this issue easily, by not using the cherry pick method. I will just also commit into the 1.20.1 branch so there would be no conflicts for that part

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To do this, i need to know for now only one thing, about the loading conditions (you definitely know it's better)

So for 1.21.1 loading conditions are:

FORGE
"conditions": [ { "type": "forge:mod_loaded", "modid": "thermal_expansion" } ],

NEOFORGE
"neoforge:conditions": [ { "type": "neoforge:mod_loaded", "modid": "thermal_expansion" } ],

FABRIC
"fabric:load_conditions": [ { "condition": "fabric:all_mods_loaded", "values": ["thermal_expansion"] }

For 1.20.1 loading conditions are:

FORGE + NEOFORGE (cause, neo on 1.20.1 is using legacy forge conditions)
"conditions": [ { "type": "forge:mod_loaded", "modid": "thermal_expansion" } ],

FABRIC
"fabric:load_conditions": [ { "condition": "fabric:all_mods_loaded", "values": ["thermal_expansion"] }

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Why it's showing you (on the left, where the local changes) the same "type": "forge:mod_loaded", "modid": "thermal_expansion" line two times? There is no file that double that line at all :__ i definitely don't know how cherry picking is working in this case...

indigo vapor
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So, in the cloche version, it's using id incorrectly of course! There should be item for 1.20.1 branch!

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(double checked by downloading the original immersive engineering and checking recipes structure!)

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That's why it was confusing at first. It was incorrectly using id for the 1.20.1 branch! That's why commit description says "+fixed incorrect compat recipe in 1.20.1 for cloche+insolator (id -> item)" (so everything is perfect regarding this part)

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and once again, i could easily upload to the 1.20.1 branch, if you tell me more about the loading conditions.

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For the id and item part i think we solved this. I initially forgot that there was an issue for 1.20.1, that's why i didn't tell you about that at first

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if there were some more cherry picking "conflicts" regarding item / id part, please tell me about them, maybe i missed something!

tall scaffold
# indigo vapor Why it's showing you (on the left, where the local changes) the same `"type": "f...

Thanks for pointing that out. It looks like you've actually discovered a redundant duplicate "conditions" block.

It does not need to look like this:

  "conditions": [
    {
      "type": "forge:mod_loaded", "modid": "immersiveengineering"
    }
  ],
  "conditions": [
    {
      "type": "forge:mod_loaded", "modid": "immersiveengineering"
    }
  ],

Instead, it should look like this on 1.21.1 👇🏼

  "neoforge:conditions": [
    {
      "type": "neoforge:mod_loaded", "modid": "immersiveengineering"
    }
  ],

And it should look like this on 1.20.1 👇🏼

  "conditions": [
    {
      "type": "forge:mod_loaded", "modid": "immersiveengineering"
    }
  ],

(fabric load conditions stay the same on 1.21.1 and 1.20.1, like this 👇🏼)

  "fabric:load_conditions": [
    {
      "condition": "fabric:all_mods_loaded", "values": ["immersiveengineering"]
    }
  ],
indigo vapor
tall scaffold
tall scaffold
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You're right— let's not cherry pick these changes.

tall scaffold
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I think that would keep things a lot more simple rather than me trying to interpret your work

indigo vapor
tall scaffold
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that way, you can test out all the tags/recipes on 1.20.1 to confirm if they work, And all I need to do is accept your pull request via Github and we're done!

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I'll abort the cherry pick

indigo vapor
tall scaffold
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Since I aborted the commit, here's what we currently have in the 1.20.1 branch of Adorable Hamster Pets

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Where did these files come from? They came from here:

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👆🏼 this is what you made

indigo vapor
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i'll do the 1.20.1 branch commit a litlle later today

indigo vapor
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i checked, and everything should be fine + similiral across those 2 branches but MAYBE it could be some differences here and there (unintentinal)

indigo vapor
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working on translations now.

tall scaffold
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does this look right?

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11 files?

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Just double checking

tall scaffold
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I'm leaving them "unread" until then to remind myself

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and I have a seperate note as well

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Also, I had to do a force push on the develop branch so keep in mind that your fork is most likely outdated now; you might need to hard reset your fork based on the remote repo

indigo vapor
tall scaffold
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So they should all still be exactly the same as when you submitted the pull request

indigo vapor
indigo vapor
tall scaffold
tall scaffold
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I've been so busy I have not had time to check it out until now, but it's been there ever since I accepted your pull request on Github

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I'm seeing this log output on 1.21.1, but I haven't checked 1.20.1 yet

indigo vapor
# tall scaffold <@336842531163865109> have you seen this?

yeah... totally missed that with the last commit. The problem is in the comma in the last line of each of those...

{
"replace": false,
"values": [
"#c:crops/cucumber",
"#c:crops/greenbean", <--- this one, it should not be here 😅
]
}

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Do i need to commit again with changed files 1.21.1 and 1.20.1 branch tomorrow?

tall scaffold
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thanks for the info!

indigo vapor
tall scaffold
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Is it just the five files in this screenshot? Or are there extra commas in other files?

indigo vapor
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totally... 8 files

tall scaffold
indigo vapor
tall scaffold
indigo vapor
# tall scaffold Ok no prob

Oh, i think the commit to the 1.20.1 branch got lost during the changes? Or it was not updated on the github?

tall scaffold
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not sure what GitHub looks like because I've done git push --force several times lol

indigo vapor
tall scaffold
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llol

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maybe

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idk, I don't fully understand Git yet 😂

indigo vapor
indigo vapor
tall scaffold