#How to add create "incomplete" item for sequenced assembly?
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Download: CurseForge, Modrinth
The example scripts are only here to demonstrate the recipes. They a...
is this the new 1.19 version or 1.18-?
The code is 1.19
thanks
lemme know if you need help
i dont see the place to enter the texture id
Its your item id
like kubejs:uncomplete_example_item
but how do i tell it which texture this is using?
the texture name is the exact as the item
in you kube assets
like
incomplete_example_item.png -> kubejs:incomplete_example_item
ahh i have to add the asset to kube too, not just able to link to another mod texture?
see im trying to recreate the FTBStoneblock way of making the processors for AE and RS
You could make your own incomplete item
do you have to do "onevent ect" for each item or is there a way to list
like what?
i was on my 1.18 one instead of 1.19. itll be easier on the 1.19 since all the info is for it
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Tell us what is happening, we already know it "doesn't work".
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so the 1.18 and 1.19 coding processes are different and i got myself mixed up from looking at names and stuff.
so this is what i have right now but how would i go about telling it which texture to use for that
Yeah, onEvent was removeed
You need the mod id for the first part
The game knows what texture to use
where abouts is that inserted
towards the bottom
so this would be correct right?
Paste version of registry.js from @cerulean shore
That is so wrong ;-;
Do you havehttps://www.curseforge.com/minecraft/mc-mods/kubejs-create installed?
i do
How many times does the user have to go thru the process
and what steps
If you look at https://wiki.latvian.dev/link/72#bkmrk-sequenced-assembly you can see how to
Download: CurseForge, Modrinth
The example scripts are only here to demonstrate the recipes. They a...
And it goes in server scripts btw
thats not what the site says and not the way other packs have it... thats just the making of the "incomplete" item not the process recipe
OOOHHH
In here you would do
StartupEvents.registry('item', e => {
e.create('incomplete_raw_basic_processor')
.displayname(Component.literal('Incomplete Raw Basic Processor')
})
for example
When you want to use the item, you do kubejs:incomplete_raw_basic_processor
StartupEvents.registry('item', e => {
e.create('refinedstorage:incomplete_raw_basic_processor', 'create:sequenced_assembly').displayname(Component.literal('Incomplete Raw Basic Processor').texture('refinedstorage:incomplete_raw_basic_processor')
})
console.info('Hello, World! (Loaded startup scripts)')
so the name would be in a refinedstorage folder and the texture would be called incomplete_raw_basic_processor.png or something like that (if im not wrong)
then why is that not in the example........
This is the process im looking for with each but with a press after the redstone deployer
ok
can you give me the names of the first 2 item of the deployers and tell me how many times it loops
"processor_binding" "silicon"
ok
e.custom({
"type": "create:sequenced_assembly",
"ingredient": {
"item": "minecraft:iron_ingot"
},
"transitionalItem": {
"item": "minecraft:iron_ingot"
},
"sequence": [
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"tag": "refinedstorage:processor_binding"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"item": "refinedstorage:silicon"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"tag": "forge:dusts/redstone"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:pressing",
"ingredients": [{"item": "minecraft:iron_ingot"}],
"results": {"item": "minecraft:iron_ingot"}
}
],
"results": [
{
"item": "refinedstorage:incomplete_raw_basic_processor",
"count": 1,
"chance": 1.0
}
],
"loops": 1
})
that might work but im not sure cause it's based of 1.18.2 spelling... just tell me if it doesn't
this is server script btw...
shouldn't the last result be raw_basic_processor
im not exactly sure test it without and then if it doesn't work add it...
and that one goes in the "server_startup" right?
yup
that's why i wasn't sure it would work...
this is startup...
is it after "literal"
ohhhhhh i see....
is that right?
StartupEvents.registry('item', e => {
e.create('refinedstorage:incomplete_raw_basic_processor', 'create:sequenced_assembly').displayname(Component.literal('Incomplete Raw Basic Processor')).texture('refinedstorage:incomplete_raw_basic_processor')
})
console.info('Hello, World! (Loaded startup scripts)')
like this?
let me research cause im unsure...
where to start... i may have done some stuff wrong... (i have mainly used 1.18.2 syntax so that's why...)
first the startup script...
StartupEvents.registry('item', e => {
e.create('refinedstorage:incomplete_raw_basic_processor', 'create:sequenced_assembly')
})
console.info('Hello, World! (Loaded startup scripts)')
that maybe is good... idk im not sure
ok but that would have no texture
wrong if you do like what i mentionned here it would work...
normally...
wait what?
wait thats the server script
uhhhhhhhhhh well yeah...
Paste version of example.js from @cerulean shore
what i thought (maybe)
yea looks like the way its configured is very different now
trying to serch for an exemple that ressembles this...
Download: CurseForge, Modrinth
The example scripts are only here to demonstrate the recipes. They a...
if you ignore the yellow
im looking at that but the way it's done is not the exact same...
i think it lists the item steps then the procedure of doing so
wrong
basically what is done is telling the results first and then the sequence... the input is just before the sequence
any ideas?
im trying things but ain't sure...
what is done in the web site...
i made this like on the site, but my startup isnt working so its not even getting to this part anymore
If you're working with KubeJS scripts, config files, or similar things, we generally recommend using an actual IDE rather than just Notepad++ and its various siblings.
In a lot of cases, it can help you find errors in your code faster and also gives you neat features like syntax highlighting, automatic formatting, etc!
We recommend Visual Studio Code, since it's lightweight(-ish) and works very well with JavaScript files out-of-the-box.
yeah yeah yeah we know that...
ok...
i cant get past the startup script not working and idk why 😦
was the other thing working?
this
thats the startup script
yes but what i mean is was that one working or not...
gimmi a sec
its ok if i dont put the texture part in
but the recipe doesnt work anyway
i'll have to try .parentModel and see if that works, but its 03.30 and i should be in bed
1.19.2if that matters. but i think the main changes happened from 1.18-1.19
yes
I got some custom sequenced assembly recipes on my code
Ping me when you are up, i should be home by then
@muted steppe you about?
still not home... but here is one of my recipes:
@cerulean shore
Paste version of knowledgebook_2.js from @muted steppe
this is on 1.20.1, server_scripts
do you have the item creation script too?
oh, let me look
StartupEvents.registry('item', event => {
event.create('ItemID as String').tooltip(`Whatever description you want to add`).texture('ResourceLocation as String').displayName('Item`s Name')
});
i dont know if you can use the Resourcelocation of a Mod this way, but you can add your own in the assets folder of kubejs. eg. kubejs/item/ItemID as String
startup_scripts
hope this will work for you
so there's no 'create:sequenced_assembly' after the itemID?
this only creates an item
the first script does the recipe
hmm the other ppl included that part so was just checking
oh they did? hmm
i see, but does this work?
does the displayname have "_" instead of spaces?
no
whats the 'cop:recipes/knowledgebook_2' referring to?
cop:recipes/knowledgebook_2, cop is the modid, knowledgebook_2 the name of the json
basically it tells where to save the recipe
knowledgebook_2 is the recipe name in this case
for refinedstorage raw basic processor it would be 'refinedstorage:recipes/raw_basic_processor' is that correct?
i think it doesnt matter, iirc you can use whatever recipe name you want
only the sytnax with modid:recipes/recipeid has to be right
you could use a modid that doesnt exist
its only important that there is no recipe id with that exact string
you still using the inter part?
no i copied your stuff and editing the recipe now
i dont understand you here though
you could go kubejs:recipes/incomplete_raw_basic_processor
this way you add that recipe to the modid kubejs, you could also go eg. newmod:recipes/incomplete_raw_basic_processor, then its saved under newmod
the modid doesnt have to already exist via a mod thats actually there to use it
this thing makes a Json...
kubejs has an addon to work with create...
jep, you can do it one way or another
use the simplest way... the addon...
whatever you prefer, the json way doesnt need the addon and i think its easier to look at existing assembly recipes and modify them
then why didnt you say it last night 😛
i didn't think about it...
@cerulean shore did you get it to work?
this is a custom so how the mod registers its recipes...
look who talked about it before me...
both ways work fine
use the integrated method because way simpler...

Just use the addon 
but how do you go about that.....
what im saying...
json way too confusing?
not exactly that but why tracing your own path when you can fallow an already made one...
how do you use the addon tho
dude i dont care what way he uses,i just wanted to help
im trying to understand the 1.19.2 version because i work with 1.18.2...
yes it's fine...
e.recipes.create.sequenced_assembly({
"ingredient": {
"item": "minecraft:iron_ingot"
},
"sequence": [
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"tag": "refinedstorage:processor_binding"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"item": "refinedstorage:silicon"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"tag": "forge:dusts/redstone"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:pressing",
"ingredients": [{"item": "minecraft:iron_ingot"}],
"results": {"item": "minecraft:iron_ingot"}
}
],
"results": [
{
"item": "refinedstorage:incomplete_raw_basic_processor",
"count": 1,
"chance": 1.0
}]
}).transitionalItem('minecraft:iron_ingot').loops(1)
this maybe should work if you have the addon installed...
is that 1.19
it should...
and where's that go
server
server= recipes
startup= registry of items and stuff like that
client= everything with jei and stuff like that
"e" is not defined
does your entire thing looks like this:
ServerEvents.recipes( e => {
e.recipes.create.sequenced_assembly({
"ingredient": {
"item": "minecraft:iron_ingot"
},
"sequence": [
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"tag": "refinedstorage:processor_binding"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"item": "refinedstorage:silicon"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:deploying",
"ingredients": [
{"item": "minecraft:iron_ingot"},
{"tag": "forge:dusts/redstone"}
],
"results": {"item": "kubejs:uci1"}
},
{
"type": "create:pressing",
"ingredients": [{"item": "minecraft:iron_ingot"}],
"results": {"item": "minecraft:iron_ingot"}
}
],
"results": [
{
"item": "refinedstorage:incomplete_raw_basic_processor",
"count": 1,
"chance": 1.0
}]
}).transitionalItem('minecraft:iron_ingot').loops(1)
})
didnt work but i know y
ServerEvents.recipes( e => {
e.something('something_here')
)}```
what it does is define the e (it's event from scratch but you can change it to what ever you want so it could be g or t or anything else like that)
you had the output as the incomplete version
ohhhh forgot to change that sorry...
the first step?
kind of works that's a great start...
what tag?
wait ohhhhhh
now it'a the first it put on that doesn't work...
nope you define it once and if you put another recipe in the thing your good
ServerEvents.recipes( e => {
e.here_you('have_the_first_one')
e.here('you_put_another_one')
e.another('one')
e.you_continue('and_on_and_on')
)}```
do you know the remove script?
yes...
in 1.18.2 tho...
idk if it'll work...
e.remove({id: 'create_central_kitchen:crafting/dough_4'})
that's what i have...
whats wrong here? i added the other 2 recipes and it crashes on launch
Paste version of raw_basic_processor1.js from @cerulean shore
why is your results different?
do like my thing for all of them...
wym
what is your kubejs:uci1?
...
should be like this...
Paste version of raw_basic_processor1.js from @copper path
test that out and tell me...
nope
normally it should work...
the uci1 one worked that you done before
what?
this with the "tag" change
do you want the crashlog?
nope uh wait
logs in general and the code...
why uci1 tho? idk?
it was part of the startup script cause i thought i could remove the created incomplete_raw_basic_processor
idk, you sent it to me...
the tag thing chaged to item right?
yes
ok... so was it working right after that?
.
put the startup and server in here...
Paste version of raw_basic_processor1.js, registry.js from @cerulean shore
you still have the kubejs:uci1 in there...
should be this...
yep and because it only works if its there
weird...
im testing without the other 2 recipes
it does work, so does that mean i shouldnt need the startup script creation
you don't use the startup script item so idk...
it mustve been using that as the uci1
the names aren't the same tho...
idk but the recipe is there and working with it changed like you said
like what? this?
yea but i removed the startup script and that worked
what is your server script?
i have one for each recipe simply because it wasnt working with the exact one you sent but split it was fine
send the server script you have
Paste version of raw_basic_processor1.js, raw_improved_processor1.js, raw_advanced_processor1.js from @cerulean shore
wait gold ingot in the diamong one?
in the advanced processor thing the pressing...
whoops
{
"type": "create:pressing",
"ingredients": [{ "item": "minecraft:diamond" }],
"results": { "item": "minecraft:diamond" }
}
there you go..
yea i got it
i want to remove the refined storage recipe but you said you werent sure
!tryitandsee
ohhh...
i think it this.
e.remove ({mod: 'refinedstorage', output: 'raw_basic_processor'})
This page is still under development. It is not complete, and subject to change at any time.
The re...
would that be right
that's all what you need
e.remove({ output: 'refinedstorage:raw_basic_processor'});
and that'll be in server yea?
yes
every thing that is craft related is server...
Can a block be created to drop something that isn't itself? Like the hammers from stoneblock
you can easy Modify Loot with LootJS like this i have added obsidian if i mine stone or you can remove something:
LootJS.modifiers((event) => {
event
.addBlockLootModifier("minecraft:stone")
//.removeLoot("minecraft:cobblestone")
.addLoot("minecraft:obsidian");
});
This seems pretty unrelated - are you sure that it's related to your original issue? For simplicity and everyone else's sake, please create a new ticket. This also helps others that try to help you, as they may know how to fix x, but your ticket is still called y. Don't rename it either, then others looking for y won't be able to find it! -> #1047320998199955458
@thick holly i get that but id rather get a response from someone whos following it rather than relying on someone stumbling along the new thread
was there anything else you wanted?