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[1.12.2] Question about JSON Recipes


American2050

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Well I read that you can do anything that you can do in code, the same for JSON recipes.

 

I have a question, how do I register / or not a recipe depending on the value of a config on the .cfg file?

 

*****

 

Another question. I used to have in 1.10.2 a function to register recipes that always have the same shape, it only changes the ingredients and results, so I made something like this:

 

registerRecipesFor(Items.NETHER_STAR, ModCompressedBlocks.COMP_NETHER_STAR_1, ModCompressedBlocks.COMP_NETHER_STAR_2, ModCompressedBlocks.COMP_NETHER_STAR_3, ModCompressedBlocks.COMP_NETHER_STAR_4, ModCompressedBlocks.COMP_NETHER_STAR_5, ModCompressedBlocks.COMP_NETHER_STAR_6, ModCompressedBlocks.COMP_NETHER_STAR_7, ModCompressedBlocks.COMP_NETHER_STAR_8, ModCompressedBlocks.COMP_NETHER_STAR_9);

 

And then the function just create the recipes

 

	private static void registerRecipesFor(Item base, CompressBlock comp1, CompressBlock comp2, CompressBlock comp3, CompressBlock comp4, CompressBlock comp5, CompressBlock comp6, CompressBlock comp7, CompressBlock comp8, CompressBlock comp9){
		
		
		//COMP1
		GameRegistry.addRecipe(new ItemStack(comp1, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(base, 1, 0));
		
		//COMP2
		GameRegistry.addRecipe(new ItemStack(comp2, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(comp1, 1, 0));
		
		//COMP3
		GameRegistry.addRecipe(new ItemStack(comp3, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(comp2, 1, 0));
				
		//COMP4
		GameRegistry.addRecipe(new ItemStack(comp4, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(comp3, 1, 0));
				
		//COMP5
		GameRegistry.addRecipe(new ItemStack(comp5, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(comp4, 1, 0));
				
		//COMP6
		GameRegistry.addRecipe(new ItemStack(comp6, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(comp5, 1, 0));
		
		//COMP7
		GameRegistry.addRecipe(new ItemStack(comp7, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(comp6, 1, 0));
		
		//COMP8
		GameRegistry.addRecipe(new ItemStack(comp8, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(comp7, 1, 0));
				
		//COMP9
		GameRegistry.addRecipe(new ItemStack(comp9, 1, 0),
				"XXX",
				"XXX",
				"XXX", 'X', new ItemStack(comp8, 1, 0));
		
		
		//UNCOMP1
		GameRegistry.addShapelessRecipe(new ItemStack(base, 9, 0), new ItemStack(comp1, 1, 0));
		
		//UNCOMP2
		GameRegistry.addShapelessRecipe(new ItemStack(comp1, 9, 0), new ItemStack(comp2, 1, 0));
				
		//UNCOMP3
		GameRegistry.addShapelessRecipe(new ItemStack(comp2, 9, 0), new ItemStack(comp3, 1, 0));
				
		//UNCOMP4
		GameRegistry.addShapelessRecipe(new ItemStack(comp3, 9, 0), new ItemStack(comp4, 1, 0));
				
		//UNCOMP5
		GameRegistry.addShapelessRecipe(new ItemStack(comp4, 9, 0), new ItemStack(comp5, 1, 0));
		
		//UNCOMP6
		GameRegistry.addShapelessRecipe(new ItemStack(comp5, 9, 0), new ItemStack(comp6, 1, 0));
		
		//UNCOMP7
		GameRegistry.addShapelessRecipe(new ItemStack(comp6, 9, 0), new ItemStack(comp7, 1, 0));
				
		//UNCOMP8
		GameRegistry.addShapelessRecipe(new ItemStack(comp7, 9, 0), new ItemStack(comp8, 1, 0));
				
		//UNCOMP9
		GameRegistry.addShapelessRecipe(new ItemStack(comp8, 9, 0), new ItemStack(comp9, 1, 0));
	}

 

My question is, how I do this with JSON? Or will I actually have to create 1 file for each and everyone of the recipes?

Thanks a lot for the help. Sure will have more questions, but for now those 2 are the ones that have me more worried :P

 

Thanks

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4 hours ago, American2050 said:

My question is, how I do this with JSON? Or will I actually have to create 1 file for each and everyone of the recipes?

Yes

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

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8 hours ago, Draco18s said:

Yes

So my best option would be to register them the old way for now, until it's completely necessary to update? (I think I would much rather create some json generator to make those for me, probably takes me more time now, but it will be handy to have)

 

Thanks.

Edited by American2050
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4 hours ago, American2050 said:

(I think I would much rather create some json generator to make those for me, probably takes me more time now, but it will be handy to have)

 

See also my reply post at the bottom which also supplies some code to generate the advancements (although the trigger conditions still need to be adjusted manually).

  • Like 1

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20 hours ago, American2050 said:

I have a question, how do I register / or not a recipe depending on the value of a config on the .cfg file?

Since the recipe registration event (which you should now use for recipes) fires after configurations load, you can simply check the configuration values during the handling of the event. Note that I cover this along with some other tips about the 1.12 recipe system in my tutorial tips here: http://jabelarminecraft.blogspot.com/p/minecraft-modding-ore-dictionary.html

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Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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3 hours ago, jabelar said:

Since the recipe registration event (which you should now use for recipes) fires after configurations load, you can simply check the configuration values during the handling of the event. Note that I cover this along with some other tips about the 1.12 recipe system in my tutorial tips here: http://jabelarminecraft.blogspot.com/p/minecraft-modding-ore-dictionary.html

Recipe registration event? But that you mean in case I do it "The old way style" from the code itself right? I was talking about the recipes on the assets/recipe folder that apparently is what we should be using now.

 

I see you mentions something about conditions on the link you posted, gonna take a look at that. Lot has changed :P kinda lost here, but I guess I will figure it out or not once I get into doing it.

 

Thanks

Edited by American2050
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4 hours ago, American2050 said:

Thanks a lot man ;) Gonna give it a try.

Just be aware that every time you run your mod and the recipe stuff is enabled, it will generate a bunch of files. It makes no attempt to delete any and will just use new names for the same recipes/advancements.

  • Like 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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1 hour ago, Draco18s said:

Just be aware that every time you run your mod and the recipe stuff is enabled, it will generate a bunch of files. It makes no attempt to delete any and will just use new names for the same recipes/advancements.

I guess I have used it wrong. Gonna try it again on a general testing mod I have.

The idea is that I register recipes with that new method and then call the function to generate the json files. Then I remove all that and leave only the .json right?
Or I misunderstood what that does.

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28 minutes ago, American2050 said:

I guess I have used it wrong. Gonna try it again on a general testing mod I have.

The idea is that I register recipes with that new method and then call the function to generate the json files. Then I remove all that and leave only the .json right?
Or I misunderstood what that does.

You replace GameRegistry.registerRecipe(...) with a call to Foo.registerRecipe(...) where Foo is whatever you named the class with that code in it.

Then, when you run the game, it will generate a bunch of json files in the config/recipes folder.

You then copy these files to your assets and disable the Foo.registerRecipe(...) calls.

  • Like 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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2 minutes ago, Draco18s said:

You replace GameRegistry.registerRecipe(...) with a call to Foo.registerRecipe(...) where Foo is whatever you named the class with that code in it.

Then, when you run the game, it will generate a bunch of json files in the config/recipes folder.

You then copy these files to your assets and disable the Foo.registerRecipe(...) calls.

Cool thanks :D

Now that you mention, then yes I got it working, I was just looking for the json files on the wrong place. Thanks.

 

Now to learn conditional and ready to fully update with json recipes :D

Thanks for the patience.

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