#How to make custom Mekanism recipe using Antiprotonic Nucleosynthesizer.

99 messages · Page 1 of 1 (latest)

valid terrace
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im using the mekanism addon for kubeJS and am trying to use antimatter for a recipe, but looking at the guide on their mod page they dont have an example for the APN. It doesnt have to be with the APN but it would be preferable.

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

muted falcon
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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.

valid terrace
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thats in java tho right? is it easy to change to js?

muted falcon
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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.

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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.
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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"
valid terrace
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oooh okay, sick, thank u

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so yeah just change the input output stuff, neat

muted falcon
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Pretty much. Feel free to test it out and see how it works for you, if you have any trouble just say so.

valid terrace
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ill test now

muted falcon
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👌

valid terrace
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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

noble egretBOT
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Paste version of onions.js from @valid terrace

muted falcon
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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"

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replace js "id": "kubejs:enriched_onion"
with js "item": "kubejs:enriched_onion"

valid terrace
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im trying that now... thats annoying

muted falcon
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It's a dumb 1.21 quirk. "ID" is for OUT. item/tag for IN

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it used to be item for in and item for out

valid terrace
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HAHA, it worked

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now how do i make it use energy...

muted falcon
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I assume mojang changed it so that the recipe solver could assume fluids where needed but then we just said "fluid" there so whatever

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Energy is handled by the machine itself in this case. Not the recipe. no?

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It should use energy simply because it is operating?

valid terrace
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whats this do then?

muted falcon
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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.

valid terrace
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no... no it is what u said lol

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it just does it

muted falcon
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Does beg the question what that IS for though

valid terrace
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lets find out...

muted falcon
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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.

valid terrace
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nothing supstancial...

valid terrace
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gonna see if it breaks when i remove it

muted falcon
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It shouldn't. it should be initialized as false even if it isn't present.

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Unless Mek devs are sitting on their hands, which i doubt.

valid terrace
noble egretBOT
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Paste version of onions.js from @valid terrace

valid terrace
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coz if so, it bricks it

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yeah cant make the recipe

muted falcon
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Guess that means they are sitting on their hands and don't initialize false by default lol

valid terrace
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might be a kubejs custom event thing tho

muted falcon
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just keep the per tick false then i guess pepeshrug

valid terrace
muted falcon
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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.

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Well if things are all good now though, you can close the ticket. Welcome to ping if you have any further problems.

valid terrace
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also, looking at the script, has "duration 500" but thats definitly not ticks

muted falcon
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Oh? what makes you say that?

valid terrace
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500 ticks is 25 seconds

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it does not take 25 seconds to transform an amethyst shard

muted falcon
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That's interesting... the official recipes don't have it 500 across the board so its not dummy data like per_tick i THINK

valid terrace
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me being dumb

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still dont know what it means tho

muted falcon
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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?

valid terrace
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its uses antimatter instantly and ticks, but that rate also depends on the amount of antimatter the recipe uses

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...

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its likely how much antimatter it uses each tick for the recipe

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no?

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i set it to 50 and its quicker

muted falcon
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The recipe says its 2 antimatter. But that is presumably multiplied by ticks.

valid terrace
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no thats how much antimatter per tick

muted falcon
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Yeah thats what i said. just, in a roundabout way

valid terrace
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uh, yeah i re read, my b

muted falcon
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It's all good.

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that is strange though yeah. it should take 25 seconds.

valid terrace
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oh... im using it now... it shouold take 25 seconds

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but

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theres a process rate multiplier

muted falcon
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ah. that would change things yeah.

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that would make it a 1/4 of a second lol

valid terrace
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and it goes down with how much energy is in the machine

valid terrace
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but only some things get that process buff?

muted falcon
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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

valid terrace
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you barely use it... its weird

muted falcon
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Does it even have an actual use besides giving antimatter a purpose?

valid terrace
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nope, just antimatter

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you can use it for phantom membranes, which is good

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or heart of the sea

muted falcon
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Guess they settled for leaving it for modpack devs

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Wither skeleton skull is in there too.

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And end crystals, if you don't feel like hunting ghasts.

valid terrace
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yeah but skeleton skulls are way harder to get then wither lol

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trident if u want a bunch

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nautilus shells is good too

muted falcon
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Trident is the weirdest entry in there to me lol

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And cross bow i guess. i mean for what purpose?

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Buuut that's getting horribly off topic

valid terrace
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imma close the ticket now coz we pretty sorted

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thanks a lot, would be so lost

muted falcon
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Just trying to be fair and help others out after just begging for help myself not moments ago lol

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Enjoy your "anti onion" lol

valid terrace
muted falcon
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I've made stranger things im sure.