#How to make custom Mekanism recipe using Antiprotonic Nucleosynthesizer.
99 messages · Page 1 of 1 (latest)
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Glancing at the kubejs wiki entry for recipes i don't know if there is a helper function for making the recipes. That said you can always use event.custom and use the real recipes for reference. You can find it on mekanisms Git here.
thats in java tho right? is it easy to change to js?
They are in json, you can do event.custom({}) with {} being the Json data. It will accept it as-is verbatim. So if you were to copy paste any of those in place of {} they would work as they are.
Using echo_shard.json as example if you had done
event.custom({
"type": "mekanism:nucleosynthesizing",
"chemical_input": {
"amount": 2,
"chemical": "mekanism:antimatter"
},
"duration": 500,
"item_input": {
"count": 1,
"tag": "c:gems/amethyst"
},
"output": {
"count": 1,
"id": "minecraft:echo_shard"
},
"per_tick_usage": false
})```
Which you can see is the exact same as the echo_shard.json, it will work exactly the same. Course since it already exists, it would make a duplicate and ingame be a little weird. But you get my point.
The only thing you may need to worry about is the context of where you see:
"tag": "c:gems/amethyst"
be sure to replace the key if you aren't using an item tag to be "item" instead. As like:
"item": "minecraft:redstone"
Pretty much. Feel free to test it out and see how it works for you, if you have any trouble just say so.
ill test now
👌
original worked with the script u sent, but then i changed the items to my own stuff and got this (tried changing "id" to "item" and visa versa
ignore the names of things
Paste version of onions.js from @valid terrace
I understand the confusion. On output recipes expect the key to be "id" which you do have correct. but on input recipes expect either "item" or "tag"
replace js "id": "kubejs:enriched_onion"
with js "item": "kubejs:enriched_onion"
im trying that now... thats annoying
It's a dumb 1.21 quirk. "ID" is for OUT. item/tag for IN
it used to be item for in and item for out
I assume mojang changed it so that the recipe solver could assume fluids where needed but then we just said "fluid" there so whatever
Energy is handled by the machine itself in this case. Not the recipe. no?
It should use energy simply because it is operating?
whats this do then?
It's been a while since i touched Mekanism, let alone lategame. I am unaware if they have energy usage be toggled by the recipe.
Does beg the question what that IS for though
lets find out...
I think it's possible that its just an argument that gets populated in their Jsons due to them abstracting machines for convenience. I think per_tick_usage is for machines that have standard progress operations like the Chemical infuser. The synth just doesn't use it.
nothing supstancial...
yeah like the upgrades maybe
gonna see if it breaks when i remove it
It shouldn't. it should be initialized as false even if it isn't present.
Unless Mek devs are sitting on their hands, which i doubt.
is this still formatted corrected?
Paste version of onions.js from @valid terrace
Guess that means they are sitting on their hands and don't initialize false by default lol
might be a kubejs custom event thing tho
just keep the per tick false then i guess 
i mean, it still says "mekanism is in ALPHA" when u boot up
yeah, no big deal
The thing that reads the Json data is still java so i guess they didn't put in a catch for when the variable is missing. No wonder it is in every machine including the nucleosynths.
Well if things are all good now though, you can close the ticket. Welcome to ping if you have any further problems.
also, looking at the script, has "duration 500" but thats definitly not ticks
Oh? what makes you say that?
(haha got ya with another one)
500 ticks is 25 seconds
it does not take 25 seconds to transform an amethyst shard
That's interesting... the official recipes don't have it 500 across the board so its not dummy data like per_tick i THINK
As said i haven't touched mekanism in a long time let alone the synth. Does the synth have a tick buffer or something it pulls from or something?
its uses antimatter instantly and ticks, but that rate also depends on the amount of antimatter the recipe uses
...
its likely how much antimatter it uses each tick for the recipe
no?
i set it to 50 and its quicker
The recipe says its 2 antimatter. But that is presumably multiplied by ticks.
no thats how much antimatter per tick
Yeah thats what i said. just, in a roundabout way
uh, yeah i re read, my b
oh... im using it now... it shouold take 25 seconds
but
theres a process rate multiplier
and it goes down with how much energy is in the machine
yeah sounds right
but only some things get that process buff?
I guess by the time you have an ANS the mekanism devs expect you to actually throttle FE/t. I STILL havent had the change to make a fission reactor and i always saw the ANS of a uh... well less interesting uh... i forget its name from Industrial craft 2
you barely use it... its weird
Does it even have an actual use besides giving antimatter a purpose?
nope, just antimatter
you can use it for phantom membranes, which is good
or heart of the sea
Guess they settled for leaving it for modpack devs
Wither skeleton skull is in there too.
And end crystals, if you don't feel like hunting ghasts.
yeah but skeleton skulls are way harder to get then wither lol
trident if u want a bunch
nautilus shells is good too
Trident is the weirdest entry in there to me lol
And cross bow i guess. i mean for what purpose?
Buuut that's getting horribly off topic
Just trying to be fair and help others out after just begging for help myself not moments ago lol
Enjoy your "anti onion" lol
yeah, always fun to help
yeah... dont... think about it much
Ticket re-opened!
I've made stranger things im sure.