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WiseNoobCrusher

[SOLVED][1.12.2]Lose durability on my axe when making wood planks

By WiseNoobCrusher, October 23, 2017 in Modder Support

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diesieben07    6679

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Posted October 24, 2017
5 minutes ago, tebreca said:

i want to make a custom IRecipe class for supporting different types of axes to create more planks depending on the harvest level of the enum material

You are not even the original poster in this thread. What does this have to do with anything?

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tebreca    4

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Posted October 24, 2017
Just now, diesieben07 said:

You are not even the original poster in this thread. What does this have to do with anything?

its the only way i can think off doing it, but thats why i dont have the modder tag i guess

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diesieben07    6679

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Posted October 24, 2017

You said what you wanted to do...?!

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Posted October 24, 2017

Well do you have any ideas?

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Posted October 24, 2017
1 minute ago, diesieben07 said:

You said what you wanted to do...?!

im sorry for my bad english ok =(

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Posted October 24, 2017
Just now, WiseNoobCrusher said:

Well do you have any ideas?

37 minutes ago, diesieben07 said:

Implement getRemainingItems in your IRecipe class.

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Posted October 24, 2017

Well this is gonna take forever...

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tebreca    4

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Posted October 24, 2017
Just now, WiseNoobCrusher said:

Well this is gonna take forever...

i think yes

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Posted October 24, 2017

lol...

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Posted October 24, 2017
1 minute ago, WiseNoobCrusher said:

Well this is gonna take forever...

What is?

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Posted October 24, 2017

What I am trying to do, cause now I have to figure out which is my IRecipe class, I am only a newb...

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Posted October 24, 2017 (edited)

I did it!!!

With some use of choonstar's code and some of what I used in my previous post to removed the recipe, I managed to get it working!!

 

Link to working code: https://github.com/WiseNoobCrusher/Extra-Additions/tree/master/src/main

Edited October 24, 2017 by WiseNoobCrusher
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Posted October 24, 2017

Nvm, the old recipe is still there, I tried many times but it won't work.

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Posted October 24, 2017

It is the dummy recipe, if I enable it, it removes all recipes including the one I add and if  I disable it, the axe recipe works but the old recipe stays...

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tebreca    4

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Posted October 26, 2017
On 24-10-2017 at 11:38 PM, WiseNoobCrusher said:

It is the dummy recipe, if I enable it, it removes all recipes including the one I add and if  I disable it, the axe recipe works but the old recipe stays...

where do you register your recipe?

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Lunarius Haberdash    0

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Posted October 27, 2017
On 10/24/2017 at 11:49 AM, diesieben07 said:

Bad Draco, no cookie. Item::getToolClasses(ItemStack).contains("axe").

On 10/24/2017 at 11:20 AM, Draco18s said:

if(item instanceof ItemAxe) { //now it works for mod axes too

 


Gentlement, for those of us learning, why is the former preferred over the latter?
 

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Posted October 27, 2017
8 minutes ago, Lunarius Haberdash said:

Gentlement, for those of us learning, why is the former preferred over the latter?

 

Not every axe (or axe-like tool) will extend ItemAxe. For example, the base class for Tinkers' Construct's tools extends Item and the harvest tools override Forge's harvest level/tool class methods (like Item#getToolClasses) to determine the tool classes based on the tool type and the harvest levels based on the tool's materials.

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Posted October 27, 2017

Thank you @Choonster

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