#A bunch of rly small create questions

81 messages · Page 1 of 1 (latest)

low atlas
#

I'm modifying a modpack using KubeJS and I want to add some custom recipes but the problem is for everything but the sequenced assembly I don't know how to add multiple ingredient requirements


ServerEvents.recipes(event => {
  event.recipes.create.mixing('minecraft:diamond', 'minecraft:coal_block')
  event.recipes.create.mixing('minecraft:diamond', 'minecraft:coal_block').heated()
  event.recipes.create.mixing('minecraft:diamond', 'minecraft:coal_block').superheated()
  event.recipes.create.mixing([Fluid.water(10), 'minecraft:dead_bush'], ['#minecraft:saplings', '#minecraft:saplings'])
  event.recipes.create.mixing(['minecraft:diamond', Item.of('minecraft:diamond').withChance(0.3)], 'minecraft:coal_block')
})

In none of these examples is there a recipe that requires more then one ingredient, nor is there any recipe which needs more then 1 ingredient item so if anyone can provide an example which has multiple ingredients with multiple quantities that would be appreciated!!

Additionally for this


event.recipes.create.mixing([Fluid.water(10), 'minecraft:dead_bush'], ['#minecraft:saplings', '#minecraft:saplings'])

How would I specify a modded liquid? Modded items need to have like their ticker: at the start

Finally, if anyone else has made custom CREATE MOD recipes on their own could I please have your scripts files? Just so I can see some additional examples as the current amount of documentation just simply isn't enough || ( for my tiny brain ) ||

Thats all thanks for reading <3!

tranquil daggerBOT
#

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

versed cloak
#

Multiple Ingredients: use 4x minecraft:coal_block for example
Modded Fluids: use Fluid.of("create:honey", 100) idk if the id exists but you get the point

ebon python
#

For more create recipe examples you can probably look through support and some modpack code

low atlas
#

like can you make a script for wheat, coco beans and milk makes a cake

versed cloak
#

this example should just work for multi in and output (adjusted what you posted above)

event.recipes.create.mixing([Fluid.water(10), 'minecraft:dead_bush'], ['#minecraft:saplings', 'minecraft:dirt'])
low atlas
#

How do I set 2 items I seperated with commas and it didn't work

ebon python
#

You need the square brackets around them to make an array

low atlas
#

okay ty! i got it to work

low atlas
#

are these 4 the only sequence supported types? are there any support for more? or are those just examples

gentle warren
#

unfortunately those are the only four

low atlas
#

aw so i want something to get heated 4 timse, i guess my only solution is making fake items

low atlas
#
StartupEvents.registry('fluid', event => {

        event.create('thin_fluid')
        .thinTexture(0xADD8E6)
        .bucketColor(0xE0FFFF)
        .displayName('H20')
    
        event.create('thick_fluid')
        .thickTexture(0xC71585)
        .bucketColor(0xD02090)
        .displayName('Detergent Fluid')
    
        event.create('thin_fluid')
        .thinTexture(0x00008B)
        .bucketColor(0x000066)
        .displayName('Treated Water')
    
        event.create('thick_fluid')
        .thinTexture(0x00FF00)
        .bucketColor(0x006400)
        .displayName('Waste Water')
    
        event.create('thin_fluid')
        .thinTexture(0xD3D3D3)
        .bucketColor(0x808080)
        .displayName('Brine')
    
        event.create('thin_fluid')
        .thinTexture(0xF2E6E6)
        .bucketColor(0xF4CFCF)
        .displayName('Soap Residue')

    })

anyone know why this is giving me an error?

#

Error in 'StartupEvents.registry': Duplicate key 'kubejs:thin_fluid' in registry 'minecraft:fluid'!

steady willow
#

4x thin_fluid

#

must be different id

low atlas
#

fixed it

#

is there anyway to make this cleaner?

#

couldnt fit even half of it on discord due to message limits

daring trail
#

There might be some syntax errors because I wrote this on my phone, but this is cleaner

ServerEvents.recipes(event => {
    let item_ids = [
        'minecraft:minecart',
        'minecraft:hopper',
        'minecraft:smithing_table',
        'minecraft:crossbow',
        'minecraft:heavy_weighted_pressure_plate',
        'minecraft:cauldron', 
    ]

    for (let item_id of item_ids) {
        event.remove({output: item_id})
    }
})
ServerEvents.recipes(event => {
    let recipes = [
        'black',
  'white',
    ]

    for (let color of recipes) {
        event.recipes.create.mixing('10x minecraft:'+color+'_concrete_powder', [Fluid.of('kubejs:waste_water', 1000), 'minecraft:'+color+'_dye'])
    }
})
#

@low atlas

low atlas
daring trail
#

It uses arrays and loops

#

You can replace pretty much your whole script for the removal and concrete creation, you just have to fill in the item IDs for the removal and the colors for the concrete

low atlas
#

you've only specified white and black though

daring trail
#

You add them yourself

low atlas
#

also sort of related but does making alot of recipe and related scripts and items overload the mod or something?

daring trail
#

Not really, but if you want to add more copy and pasting huge blocks of code is a pain in the ass and makes looking through it even worse

low atlas
#

I mean I have a pretty decent ( FOR MC ) pc I'm not worried there but I'll eventually put this in a server

daring trail
#

It's pretty and easier to add on to 😁

#

Once I can get on my computer I can definitely make something even prettier lol

low atlas
#

okok I'm on phone rn I'll add that script and the colors when I'm home

daring trail
#

@low atlas so i got on my computer and i made it sparKlesPrettysparKles

ServerEvents.recipes(event => {
    Color.DYE.forEach(color => {
        event.remove({output: 'minecraft:'+color+'_concrete_powder'})
        event.recipes.create.mixing('10x minecraft:'+color+'_concrete_powder', [Fluid.of('minecraft:water', 1000), 'minecraft:'+color+'_dye'])
    })
})
#

you dont even need to do anything anymore, just replace the whole remove and add script lol

#

you do need to change the fluid id, since i dont have waste water though

low atlas
#

o wtf thats cool

#

lol wastewater is a temporary placeholder !

daring trail
#

fair enough

low atlas
#

its gna be concrete sludge

#

i dont want poop concrete lol

daring trail
#

lol

#

TerraFirmaCraft compat lol

low atlas
daring trail
#

maybe and that block is made out of sand, gravel and limestone

#

this is literally just copying the barrel recipe for concrete except with a mixer

low atlas
#

how to make my item stand up?

#

yes thats the factorio texture, and no doont worry its a placeholder

ebon python
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You can see tags there including the tag you can give to items to make them stand on belts

low atlas
#

thanks!

#

how am i gonna add this tag on a item

daring trail
low atlas
#

oh so NOT on the item registery

daring trail
#

yeah

#

i believe you can only add tags to blockd on registery or at least i havent been able to get it to work for items.

low atlas
#

I want to make a recipe where a shovel is "deployed" onto a item but instead of the shovel being used it only takes 10 damage, I figured out how to deploy it only ( not consume it ) but I don't know how to make it take damage, is it possible?

low atlas
#

or better yet, could a item be transformed from 1 state to another?

daring trail
#

I'm gonna be honest with you, I'm not sure how to do that. I know it is possible since I have mods do it, but other than that I'm clueless.

daring trail
#

well since this has kinda moved outside of the realm of the original ticket, might be a good idea to close the ticket and just open a new one if you have further issues

sinful monolithBOT
#

Please close your ticket (with </ticket close:1054771505520717835> or the button atop this thread) once you resolved your issue!
This also helps others that would like to help out, as they don't have to look into this thread to check if it has been resolved by now.

Do you have any other questions regarding your issue? Feel free to ask!
Note: You should create a new post for unrelated issues.

low atlas
#

wait before i go i have one mini question, not really a support thing but i didnt understand it on the wiki

#
    event.recipes.create.sequenced_assembly([
        Item.of('create:precision_mechanism').withChance(130.0), // this is the item that will appear in JEI as the result
        Item.of('create:golden_sheet').withChance(8.0), // the rest of these items will be part of the scrap
        Item.of('create:andesite_alloy').withChance(8.0),
        Item.of('create:cogwheel').withChance(5.0),
        Item.of('create:shaft').withChance(2.0),
        Item.of('create:crushed_gold_ore').withChance(2.0),
        Item.of('2x minecraft:gold_nugget').withChance(2.0),
        'minecraft:iron_ingot',
        'minecraft:clock'
    ], 'create:golden_sheet', [ // 'create:golden_sheet' is the input
        // the transitional item set by `transitionalItem('create:incomplete_large_cogwheel')` is the item used during the intermediate stages of the assembly
        event.recipes.createDeploying('create:incomplete_precision_mechanism', ['create:incomplete_precision_mechanism', 'create:cogwheel']),
        // like a normal recipe function, is used as a sequence step in this array. Input and output have the transitional item
        event.recipes.createDeploying('create:incomplete_precision_mechanism', ['create:incomplete_precision_mechanism', 'create:large_cogwheel']),
        event.recipes.createDeploying('create:incomplete_precision_mechanism', ['create:incomplete_precision_mechanism', 'minecraft:iron_nugget'])
    ]).transitionalItem('create:incomplete_precision_mechanism').loops(5) // set the transitional item and the number of loops
#

whats the point of this? ive noticed it changes nothing

fossil bobcat
#

Like take this as an example

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You make a potato into a wood block

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3 steps

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Incomplete potato is the item that needs to have something deployed to go to the next step

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So basically It's a placeholder

low atlas
#

I just put random things there

#

It doesn't affect the texture or the crafting

#

only thing that makes an actual difference is the .transitionalItem

fossil bobcat
#

Ye

daring trail