#Garden Cloche.
35 messages · Page 1 of 1 (latest)
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well you could iterate over the recipes that exist
This is an example of how to use .forEachRecipe() for changing or adding new recipes using existing ones.
ServerEvents.recipes(e => {
// 2x slabs -> 1x plank through shaped crafting
e.forEachRecipe({ type: 'minecraft:crafting_shaped', output: '#minecraft:slabs' }, r => {
let ingredients = r.originalRecipeIngredients // returns a List<Ingredient>
let output = r.originalRecipeResult // returns an ItemStack
e.shaped(ingredients[0], ['S', 'S'], { S: output })
})
// 1x stair -> 1x plank through stonecutting
e.forEachRecipe({ type: 'minecraft:stonecutting', output: '#minecraft:stairs' }, r => {
let ingredients = r.originalRecipeIngredients
let output = r.originalRecipeResult
e.stonecutting(ingredients[0], output)
})
// change the output from logs to planks from 4x to 2x (this will replace old recipe)
e.forEachRecipe({ type: 'minecraft:crafting_shapeless', input: '#minecraft:logs', output: '#minecraft:planks' }, r => {
let ingredients = r.originalRecipeIngredients
let output = r.originalRecipeResult
e.shapeless(Item.of(output.id, 2), ingredients[0]).id(r.getId())
})
})
Thats the thing, i dont see the recipes that exist.
so currently, i want to have the dirt/soil (from justdirethings) since thats the fastest with the chicken tier seeds (from roost ultimate), the seeds work in the garden cloche, but i dont see the recipes for it at all.
huh, its probably dynamically generating them, or has some fallback for crops that aren't provided or sometihng
my guess is that explicitly creating recipes will overwrite them, somehow
you can probably determine the drops for a crop using some block loot table stuff
it's probably worth trying to list all recipes first, see if it catches the dynamic ones
if they're not in a recipe viewer its probably no dice but
how would i do that? im completely new to this recipe creations stuff
^-
Gnome cannot understand what that means
shut upp
ah gotchu
lat is such a loser for adding that ai chatbot tbh
let me know if you have any more questions. the broad pattern i'm suggesting is
- create a filter for all cloche recipes
- log the results
- create new recipes once you're certain of how it works
Alright, thank you. i'll test this out and see if i can get it to work. Also quick question, how would i get the name/tags for an item?
such as 'farmersdelight:tomato_seeds'
f3+t shows the id in vanilla, and i believe kube itself adds a tag display to that
oops
uhh
that's reload resource packs
Alright, perfect appreciate that- oh
1 sec while i work out what avanced tooltips is again
either way i appreciate it
thank you
got it
tags with a sword icon can be used to match items but tags with only a block icon can only be used to match blocks
Alright, after QUITE a while, i've got it semi working.
All the dirt/farmland works aka (Minecraft, JustDireThings, Mystical Agriculture (EXCEPT Insanium Farmland))
All the seeds work again EXCEPT Mystical Agriculture/Agradditions
I was kind of forced to write out all the recipes :(.
Im a bit confused how to get the mystical agriculture stuff working. Unless its the way i've indented it? unsure.
Paste version of message.txt from @charred nest

