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Registering Crafting Recipes based on World's Gamemode


biggles2206

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Hello Everyone!

 

What I want to do is register a certain set of crafting recipes based on what the Gamemode of the world is (Harder crafting recipes for Hardcore, and the normal set for survival/creative).  All I have done so far is declared a boolean which I plan to set to 'true' if the world in in hardcore mode, and 'false' if it isn't.  But now I don't know what to do!

 

Thanks in advanced

 

- Thomas

Lets make forge modding the best it can be!

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ive done something based around gamemodes recently using the living death event.... maybe it could be of some use to you, maybe playerupdate event or something to constantly check what game mode you are

 

 

maybe the code below can hae some relevance to your task???

 

 

 

 

 

@SubscribeEvent

public void MaybeSomeForgeEvent(Event event)

        {

 

        if (!event.entity.worldObj.isRemote && event.entity instanceof EntityPlayer)

        {

 

            if(event.entity.worldObj.getGameRules().getGameRuleBooleanValue("keepInventory") == false && !event.entity.worldObj.isRemote){

 

                if(event.entity.worldObj.difficultySetting == EnumDifficulty.HARD){

                    if(event.entity instanceof EntityPlayer){

                        EntityPlayer player = (EntityPlayer)event.entity;

                        Stuff here

 

 

                    }

 

                }else if(event.entity.worldObj.difficultySetting == EnumDifficulty.NORMAL){

                    if(event.entity instanceof EntityPlayer){

                        EntityPlayer player = (EntityPlayer)event.entity;

 

                        Stuff here

 

                    }

 

 

 

                }else if(event.entity.worldObj.difficultySetting == EnumDifficulty.EASY){

 

                    if(event.entity instanceof EntityPlayer){

                        EntityPlayer player = (EntityPlayer)event.entity;

                      Stuff here

 

                    }

 

 

 

 

                }else{

                    if(event.entity.worldObj.difficultySetting == EnumDifficulty.PEACEFUL)

                        if(event.entity instanceof EntityPlayer){

                            EntityPlayer player = (EntityPlayer)event.entity;

                            Stuff here

 

                        }

 

 

                }

 

            }

 

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ive done something based around gamemodes recently using the living death event.... maybe it could be of some use to you, maybe playerupdate event or something to constantly check what game mode you are

 

 

maybe the code below can hae some relevance to your task???

 

 

 

 

 

@SubscribeEvent

public void MaybeSomeForgeEvent(Event event)

        {

 

        if (!event.entity.worldObj.isRemote && event.entity instanceof EntityPlayer)

        {

 

            if(event.entity.worldObj.getGameRules().getGameRuleBooleanValue("keepInventory") == false && !event.entity.worldObj.isRemote){

 

                if(event.entity.worldObj.difficultySetting == EnumDifficulty.HARD){

                    if(event.entity instanceof EntityPlayer){

                        EntityPlayer player = (EntityPlayer)event.entity;

                        Stuff here

 

 

                    }

 

                }else if(event.entity.worldObj.difficultySetting == EnumDifficulty.NORMAL){

                    if(event.entity instanceof EntityPlayer){

                        EntityPlayer player = (EntityPlayer)event.entity;

 

                        Stuff here

 

                    }

 

 

 

                }else if(event.entity.worldObj.difficultySetting == EnumDifficulty.EASY){

 

                    if(event.entity instanceof EntityPlayer){

                        EntityPlayer player = (EntityPlayer)event.entity;

                      Stuff here

 

                    }

 

 

 

 

                }else{

                    if(event.entity.worldObj.difficultySetting == EnumDifficulty.PEACEFUL)

                        if(event.entity instanceof EntityPlayer){

                            EntityPlayer player = (EntityPlayer)event.entity;

                            Stuff here

 

                        }

 

 

                }

 

            }

 

Thanks for your quick reply - I'm going to give this a try!

Lets make forge modding the best it can be!

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