witherlord00 Posted July 12, 2018 Share Posted July 12, 2018 Hello guys just have a problem that I could be overseeing. My custom item is taking damage from crafting an item but it doesn't allow the crafting of the item again after it has taken damage. My gist- https://gist.github.com/Bradenlawhead/494d4cb682fda0e8c97bc49c2d83c12a Followed Choonster's code for a "Cutting Axe"- https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.12.2/src/main/java/choonster/testmod3/item/ItemCuttingAxe.java Screenshots provided vvvv Quote Link to comment Share on other sites More sharing options...
witherlord00 Posted July 12, 2018 Author Share Posted July 12, 2018 Would I need to make my item a "tool"? Quote Link to comment Share on other sites More sharing options...
aw_wolfe Posted July 12, 2018 Share Posted July 12, 2018 (edited) Think it has to do with the recipe json. Crafting will do a check on the item and if not the "same", it won't find it. if the meta or damage are not the same, it will not think it is the same item. Metas are small enough you can add mutliple metas into a recipe json, but if you want damaged items to work, think you'll need to create your own IRecipe to handle the item matching. I'm working on 0 sleep, so if I'm not following your problem, sorry. If you are trying to make your item repairable, then that is different solution Edited July 12, 2018 by aw_wolfe 1 Quote Link to comment Share on other sites More sharing options...
witherlord00 Posted July 12, 2018 Author Share Posted July 12, 2018 Just now, aw_wolfe said: Think it has to do with the recipe json. Crafting will do a check on the item and if not the "same", it won't find it. if the meta or damage are not the same, it will not think it is the same item. Metas are small enough you can add mutliple metas into a recipe json, but if you want damaged items to work, think you'll need to create your own IRecipe to handle the item matching. I'm working on 0 sleep, so if I'm not following your problem, sorry. That's what i'm thinking could be the json file. Quote Link to comment Share on other sites More sharing options...
witherlord00 Posted July 12, 2018 Author Share Posted July 12, 2018 Here is Choonster's json code for the chopping axe on wood- https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.12.2/src/main/resources/assets/testmod3/recipes/oak_planks_with_mod_axe.json Quote Link to comment Share on other sites More sharing options...
DaemonUmbra Posted July 12, 2018 Share Posted July 12, 2018 (edited) Try 32767 for the input item's damage value in your crafting recipe, I hear that's the wildcard "match any" value. That's already in the example Edited July 12, 2018 by DaemonUmbra 1 Quote This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy. As the most common issue I feel I should put this outside the main bulk: The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge. If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan. For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety. Spoiler Logs (Most issues require logs to diagnose): Spoiler Please post logs using one of the following sites (Thank you Lumber Wizard for the list): https://gist.github.com/: 100MB Requires member (Free) https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$) https://hastebin.com/: 400KB Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads. What to provide: ...for Crashes and Runtime issues: Minecraft 1.14.4 and newer: Post debug.log Older versions: Please update... ...for Installer Issues: Post your installer log, found in the same place you ran the installer This log will be called either installer.log or named the same as the installer but with .log on the end Note for Windows users: Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension Where to get it: Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs. Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch: Spoiler Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it). Now launch the pack through that profile and follow the "Mojang Launcher" instructions above. Video: Spoiler or alternately, Fallback ("No logs are generated"): If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft Server Not Starting: Spoiler If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output. Reporting Illegal/Inappropriate Adfocus Ads: Spoiler Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad. Lex will need the Ad ID contained in that URL to report it to Adfocus' support team. Posting your mod as a GitHub Repo: Spoiler When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub. When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init git remote add origin [Your Repository's URL] In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push Navigate to GitHub and you should now see most of the files. note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore] Link to comment Share on other sites More sharing options...
witherlord00 Posted July 12, 2018 Author Share Posted July 12, 2018 (edited) This be a pain. Choonster's recipe is shapeless and it requires alot of recipe fixes. If anyone finds a easier way to do the json just post it. (Not the json just how to do it better) Edited July 12, 2018 by witherlord00 Quote Link to comment Share on other sites More sharing options...
aw_wolfe Posted July 12, 2018 Share Posted July 12, 2018 I think you are going to need to implement your own IRecipe. Follow choonsters example of ShapedArmourUpgradeRecipe (from your example you are looking at). Yes, you'll need to add a couple classes, but then you can override the matches and getCraftingResult to match and damage. Choonsters example is nice, because it still allows you to read from the json file....and he gives you all the code you need. To simplify you could hard code it in the IRecipe, but why ? 1 Quote Link to comment Share on other sites More sharing options...
Choonster Posted July 12, 2018 Share Posted July 12, 2018 If your item uses the container item system to damage itself (like my ItemCuttingAxe), you don't need to create your own recipe class; just use one of the existing Vanilla or Forge classes. You only need to damage the item in the recipe if you're using an item from Vanilla or another mod. 1 Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future. Link to comment Share on other sites More sharing options...
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