#recipe for ars
86 messages · Page 1 of 1 (latest)
no? search them yourself. That's not what support is for.
Come back if you have a question about your code and how to learn.
I've tried looking and I can't really find much . I can put a paste of the code if youd want to look over it but it would be nice to have some examples so I don't have to fill out a ticket every time I have an issue
Open the .jar of the Ars (Noveau), you will surely find recipes in data/recipes folder
And then you can use the json in event.custom or add as a "datapack" recipe
I did . Had it working . Tried to add another recipe and now nothing works even if I remove the newer recipes
Nope
As far as it's concerned it should work . But both jei and the scribes table have no recipe for it
You can still try to add the recipe as a .json in a kubejs/data/arsnoveau/recipes
Or whatever the mod's name is
It's worth a try . Random question can kube use data gens? Like if I wanted to make custom tool types for tinkers without having to write a whole addon
if a recipe doesnt work in event.custom, it wont work in json file either lol
its literally the same thing
Yes, you can, but using a datapack, not KubeJS code
technically you can make it a script too, but it would be an extra step in most cases
It will require a couple of folders and .json's in both data and assets
Yea sounds like it's just better to write an addon if I need to . Doing the Jsons by hand is a pain and way to easy to mess up
It's not that complicated, though you can make custom materials and textures for them, but no advanced custom modifiers (you can make custom modifiers using datapacks if they are already data-driven) nor colored text
data/tconstruct has these folders:
First, the tinkering folder. Here in the materials folder, you define your custom materials.
data/tconstruct/tinkering/materials:
my most recent mod is a tinkers addon . all the textures for parts ect is generated same with the 100s of jsons
The texture generator is in Tinker's though
data/tconstruct/tinkering/materials/definition/steeleaf.json
{
"craftable": true,
"tier": 2,
"sortOrder": 0,
"hidden": false
}```
for custom weapon types you do need to gen them yourself
standard stuff tinkers handles
data/tconstruct/tinkering/materials/stats/steeleaf.json:
{
"stats": {
"tconstruct:extra": {},
"tconstruct:handle": {
"durability": 0.8,
"miningSpeed": 1.2,
"attackSpeed": 1.0,
"attackDamage": 1.0
},
"tconstruct:head": {
"durability": 130,
"miningSpeed": 8.0,
"harvestTier": "minecraft:iron",
"attack": 2.7
}
}
}```
And finally data/tconstruct/tinkering/materials/traits/steeleaf.json (good example since it showcases ability to make different traits for a different kinds of parts:
{
"default": [
{
"name": "twilightforest:twilit",
"level": 1
},
{
"name": "tconstruct:solar_powered",
"level": 1
}
],
"perStat": {
"tconstruct:extra": [
{
"name": "twilightforest:twilit",
"level": 1
},
{
"name": "tconstruct:fortune",
"level": 1
},
{
"name": "tconstruct:solar_powered",
"level": 1
}
],
"tconstruct:handle": [
{
"name": "twilightforest:twilit",
"level": 1
},
{
"name": "tconstruct:looting",
"level": 1
},
{
"name": "tconstruct:solar_powered",
"level": 1
}
]
}
}```
(Yes, Twilight Forest still offers compat modifiers)
i do know how it works and what the look like lol
Ok XD, then the help wasn't necessary
Or I misunderstood your question - I thought you wanted a custom material, and you probably wanted a custom tool
i mean you still need to give it the info for shading with mats
otherwise it doesnt know how to apply the colors right
tools are a tad different but they do need to be gerated too
In assets/tconstruct/tinkering/materials you will find texture generators, that replace gray to color.
Then, in game, you type the command /tconstruct generate_part_textures <material> and it auto-generates a resource pack with all ~200 colored textures
that is helpful
Then you can just copy the resource pack to kubejs/assets/tconstruct folder 🙂
since im usually writing an addon ive always just manually generated so i had no idea you could do that
Works also with editing existing textures, if for example the color of the tool does not match the modded ingot quite well
welp trying it through the data folder didnt work either
am i possible removing the old recipe wrong ?
onEvent('recipes', event => {
event.remove(
{output: "ars_nouveau:glyph_amplify"})
event.remove(
{id: "ars_nouveau:glyph_wind_shear"})
})
ive tryed going through each of the different remove options and it didnt seem to make a difference
ive also tried messing with prio and it doesnt seem to make a difference either . they defiently get removed but it wont add the new recipe
Did you try to make a .json with the exact same name as the recipe in the original mod?
Because datapacks override default recipes
And still no dice?
im an idiot
so use to using craft tweaker i never stopped to see what would happen if i didnt remove the recipe at all
annnnnnnnd noe it works
XD
prob will keep this up for abit incase i run into any other issues
With practice, you will learn JS and KubeJS very quickly, don't worry, it's far superior to CraftTweaker
see as a mod devoloper i should be so much better with js then i am
but most people dont realize what you can make with very little java experience
is it worth redoing all of my scripts with kube ?
like would it improve preformance? and can it apply pmmo data packs ? global packs works but honestly trying to make sure this pack can still run alright on lower teir systems (not perfect obviously but playable)
KubeJS is a global datapack
so all id need to do is drag and drop the pmmo pack into the data folder ?
Yes, you can copy stuff from the data folder of the datapack into the data folder of the KubeJS folder
that honestly makes things easyer tbh . is there any commands to gen a data pack of all current recipes ? so i dont have to re write all the ones ive already done
fair enough . dont think craftweaker effects preformance much anyways
You use both CraftTweaker and KubeJS?
i was originally useing crafttweaker foor the mod pack . wanted to remove all vanilla tools forgeting how much stuff in ars uses them . ars doesnt have craft tweaker support so i thought id try to figure out kube
wow grade a spelling today
Then you should maybe rewrite your CraftTweaker scripts into KubeJS scripts and ditch CraftTweaker
You could try to automate some stuff using Find and Replace if syntax is similar enough
I'm not sure I know how to do that. But it's mostly just recipes and hiding stuff in jei
So should be simple enough to re do just might take a little while
Hiding stuff in JEI is a client script:
https://wiki.latvian.dev/books/kubejs-legacy/page/jei-integration (that's 1.18.2 logic, not sure how it's done in 1.19)
Recipes are a server script.
All JEI events are client sided and so go in the client_scripts folder
Sub-types
onEvent('jei.subt...
So keep that in mind
I'll probably just re do the recipes the same way as I'm doing the ars ones since I couldn't get them to work the script way. But ty for the jei link