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advancedmortars's Issues

[Suggestion] Add custom mortars

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.

question

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

[Suggestion] Remove Modes

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.

Can Lockup Mortars

Steps to reproduce.

  1. Have a valid recipe in the Mortar
  2. Place another item in. The Mortar's UI Changes showing you have invalid recipe.
  3. Remove that item, The Mortar's UI Changes showing you have valid recipe.
  4. Try to use the Mortar, it will not let you click until you remove all items, and place them back in.

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.

Mortar Recipes - Optional give back item

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?

Jei weird interaction

if you have 2 items on a mortar recipe. it doesn't show the item name if you are on the left of the item. but on the right(still with the cursor on the item) it show the name.
image

Custom Mortars

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

Ordict recipes not working properly

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:
oredict

Notice how it doesn't display recipe in overlay or allow craft:
image

What do you expect to happen:
I expect the stupid thing should just do what I want!

[1.12.2][1.2.6] Crash!

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>]);

Items with NBT unable be placed into mortar

Possibly related to #33 but pretty much the exact opposite

Expected Behavior

Items that have NBT when the recipe doesn't specify NBT on that item should go into the mortar.

Current Behavior

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.

Steps to Reproduce (for bugs)

  1. Catch a butterfly (or obtain an item with NBT).
  2. Try placing the item w/NBT into a mortar with the CrT script. Observe it is unable to be placed.
  3. Obtain a butterfly via /give or JEI cheat mode (or obtain the same item without NBT).
  4. Successfully place the item w/o NBT into a mortar with the CrT script.

Script

Relevant lines (mentioned oredicts do contain items):
https://haste.antti.codes/udecoduhox.phptemp

Your Environment

  • Minecraft: 1.12.2
  • Forge: 14.23.5.2847
  • CraftTweaker: 4.1.20.613
  • Advanced Mortars: 1.7.1
  • Athenaeum: 1.19.2

Does using a Mortar cost Hunger?

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.

Add in Gold Mortar

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.

Mortar item textures

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.

Advanced Mortars

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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