codetaylor / advancedmortars Goto Github PK
View Code? Open in Web Editor NEWFour in-world mortars with CraftTweaker and JEI integration.
License: Other
Four in-world mortars with CraftTweaker and JEI integration.
License: Other
Also, the player's hunger seems to go into the negative. Needs check to ensure player has enough hunger to cover the cost of the recipe if there is a cost configured.
Being able to add custom mortars can prove this mod to be very useful for modpacks such as my own. Defining in either crafttweaker or config, here's an idea of a sample syntax that I think would be close to that:
mods.advancedMortars.createMortar(String unlocalizedMortarName, int durability, String resourcePath, String localizedName);
The resource path is where the block texture is located in the resources folder of the asset. It can use a block texture to overlay over the mortar model. I'm not sure exactly how this portion of this idea would work, but I think this is a close idea.
The unlocalizedMortarName is also the same name that one would call when defining mortar recipes with CT.
Recipes can of course be defined by the user in CT.
Also someone else had posted this same suggestion, but for some reason closed their own issue.
would it be possible to have a default set of configs for ore processing? something like taking an iron ore and grinding it to a dust to get 1 ingot or something
The existence of modes that must be controlled by the user is redundant, as the distinction is already made by the inserted ingredients. Is there even a use case where the same ingredients produce different results depending on the mode? For these reasons, I recommend removing modes entirely from the mod.
Steps to reproduce.
Here is the Recipe I am using.
Mortar.addRecipe(["diamond", "iron", "stone", "wood"], <minecraft:flint>, 12, [<minecraft:gravel>]);
I was testing the durations trying to get a feel of how long of a duration is a quick easy recipe and how long feels extensive. I would have no items in my hotbar, so when the flint was picked up I would click on the Mortar and place it in. That would result in an invalid recipe. Then I started troubleshooting.
I suppose the right thing would be to not let an output of a recipe be added to the mortar if there is a valid Ingredients in it. That sounds like having to track state, not sure if it's worth it for a bug that easy to avoid.
I checked my logs, no expectations were thrown.
Itβd be a pretty neat feature to require adding water via clicking with a water bucket or other valid source. Example recipes would be:
Could you add a check for broken recipe, currently if you misspell anything or forget a , " [] () or ; the world hangs up on load due to a null pointer exception the the Mortar recipe handler.
https://pastebin.com/r1AdGQZZ
Makes it very hard to find what I did wrong.
Here is the script..
https://pastebin.com/kPFSMhCb
I was thinking about adding a Recipe for Tinkers Construct Grout, that would take a water bottle and give back an empty bottle.
What do you think? Is that functionally a good feature?
I wrote this script: https://github.com/belathus/Wanderlust-Renewed/blob/master/scripts/advancedmortars/thaumcraft.zs
It shows up in JEI correctly.
However, when testing it, the mortar consumed 3 of the same vis crystals, rather than 3 different vis crystals. I then tried to make salis mundis using only one crystal, and it worked. I'm guessing that it'd work with any vis crystal, which isn't what I want.
Using this in an Advanced Mortars recipe errors with [AVAILABLE][CLIENT][ERROR] Unknown input type: crafttweaker.api.item.IngredientOr@31fb8f4d
.
The recipe update isn't being triggered on item removal. This restricts crafting a valid recipe if extra items are added to the mortar, then removed.
^
SHIFT + RIGHT CLICK to retrieve items
I think being able to add custom Mortars is a good thing.
e.g. my Pack is in the Nether and I'd like to have a Netherrack Mortar, later maybe something else
and instead of disturbing you for every Mortar it'd be easier to be able to create some myself :D
Add Waila and Top integration to display durability, possibly display mortar contents.
https://pastebin.com/nBk1E0ry
I did nothing but walked to my camp where isn't any mortar.
Whenever I try to use a mixing recipe my game unexpectedly crashes and I have no clue why; the crash report says that there is a class missing.
Here is the crash report:
crash-2017-12-19_22.33.16-client.txt
To reproduce:
Use this recipe:
Mortar.addRecipe(["iron", "stone"], <minecraft:flint>, 4, [<ore:logWood> * 4]);
Notice how it doesn't display quantity (4) in JEI:
Notice how it doesn't display recipe in overlay or allow craft:
What do you expect to happen:
I expect the stupid thing should just do what I want!
You can't currently see the durability of a mortar without picking it up (as far as I can tell). It would be nice to be able to tell how much longer a mortar will last without picking it up.
From: #7 (comment)
I'm getting a crash with latest release. Crafttweaker.log
Advanced Mortars version 1.2.6
Craft Tweaker 2 version 4.0.10
Forge-14.23.1.2578
My Crafttweaker script:
import mods.advancedmortars.Mortar;
Mortar.addRecipe(["iron", "stone"], <minecraft:flint>, 25, [<minecraft:gravel>]);
I'm a big fan of the old mortar item textures ( https://raw.githubusercontent.com/codetaylor/advancedmortars/master/assets/items.png ) and would love to see a config option to switch between these and the new ones.
You can't change config stuff, it will always generate a new default config.
Possibly related to #33 but pretty much the exact opposite
Items that have NBT when the recipe doesn't specify NBT on that item should go into the mortar.
Items that have NBT when the recipe doesn't specify NBT on that item are unable to be placed into the mortar.
Items that do not have NBT work fine and can be placed into the mortar.
Relevant lines (mentioned oredicts do contain items):
https://haste.antti.codes/udecoduhox.phptemp
If it doesn't I would like the option to set a global amount for Hunger cost per click.
This would let me replace the Manual Millstone in Better with Mods with a Mortar crushing Crushing Recipe.
stone is iron
iron is stone
Going through alot of mods, there's a trend to stick with vanilla standards when it comes to its progression and, while this mod follows most of it, it leaves out one type of mortar, gold. I could ask for obsidian and possibly emerald too, as chest and other mods go that route, but I'm humbly ask for a gold mortar to finish off the set.
Thank you for all the time, work, and effort put into making this cool little mod. I look forward to seeing things I can do with it.
I think this could be classified as a "feature request". I don't understand the code well enough, but I've noticed that a number of mods use object models as their icon (specifically HorsePower), and it would certainly be great if, especially for higher resolution texture packs, the models themselves were used instead of the current icon.
Feel free to disregard! I gave it an attempt myself but, as a beginner with all things mods, gave up until I can fully understand the system.
Would be nice to define a list of possile secondary outputs, each on with a specific weight for actually dropping.
Currently the durability of a held mortar is shown in its tooltip, but it has no durability bar. See showDurabilityBar
and getDurabilityForDisplay
Add a config option that will disable mortars from retaining their contents when moved.
Chat text box displays as opaque gray when looking at mortar
Support GameStages!
Hi!
https://pastebin.com/h9VEvhTZ
I think this is because you didn't separated the client and the server functions. :)
Or something like this. :D
hello jason
i wrote script and it dont work
Script :
import mods.advancedmortars.Mortar;
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material> * 3, 6, [<geolosys:cluster>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material:1> * 3, 6, [<geolosys:cluster:1>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material:64> * 3, 6, [<geolosys:cluster:2>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material:65> * 3, 6, [<geolosys:cluster:3>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material:66> * 3, 6, [<geolosys:cluster:4>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material:67> * 3, 6, [<geolosys:cluster:5>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material:68> * 3, 6, [<geolosys:cluster:6>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material:69> * 3, 6, [<geolosys:cluster:7>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <thermalfoundation:material:70> * 3, 6, [<geolosys:cluster:8>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <bigreactors:dustmetals> * 3, 6, [<geolosys:cluster:9>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <basemetals:zinc_crushed> * 3, 6, [<geolosys:cluster:10>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <bigreactors:dustmetals> * 3, 6, [<geolosys:cluster:11>]);
Mortar.addRecipe(["wood", "stone", "iron", "diamond"], <mekanism:dust:2> * 3, 6, [<geolosys:cluster:12>]);
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