#Gamestage Support

14 messages · Page 1 of 1 (latest)

subtle blaze
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Hey, I'm wondering if there's anyway for Gamestage to work with KJS. From the look of it, there's native CT support, but I was wondering if it is possible to use these with KJS.

More than that, if it is, I had a second question :
Would it be possible to have some kind of a whitelist, so only the selected items/mods/oredict are available starting up a playthrough? So like to easily lock up everything but a select few things?

tired ridgeBOT
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Once your ticket has been resolved, please close it with </ticket close:1054771505520717835> command!

fervent ruin
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KubeJS has it's own "native" gamestage system tho, no need to access the one from the gamestage mod. To lock everything on a mod you could use event.remove({mod:'mod_id'})

subtle blaze
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Oh I did not know that was in KJS natively. Can I lock an entire mod and then unlock specific items?

fervent ruin
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as for a "whitelist", you could add the whitelisted items to a tag and use combined filters? kinda like event.remove({mod: 'mekanism', output: '#yourtag'})

subtle blaze
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Is there any documentation for the KJS gamestage system?

fervent ruin
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the tagged items would be a blacklist instead of a whitelist XD, I think you would need to manually add the whitelisted ones, maybe with an array and a function to simplify

mellow obsidianBOT
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You can add, remove, and modify recipes with KubeJS. The wiki has a page on that!
If you want to learn how to add recipes to any mod, click the Custom button.

fervent ruin
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The wiki is your best bet, you can search for "gamestages"

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tho it's usage isn't so complicated event.player.stages.has('yourstage')

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event.player.stages.remove('yourstage')

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event.player.stages.add('yourstage')

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you can use them on your server scripts to lock the recipes, and on client scripts to lock the tooltips

subtle blaze
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Alright, I will try that. Thanks for the help!