Jump to content

[1.12.2] Avoiding furnace recipe conflicts with other mods


IceMetalPunk

Recommended Posts

This isn't a specific issue I'm having; rather, I'm looking for some general advice about how to avoid conflicts with other mods. I'd like to add some smelting recipes for vanilla blocks that normally don't have them. Specifically, one of these is a smelting recipe for soul sand. Now, I know several other popular mods already add their own recipes for soul sand smelting. So what's the best way to deal with that conflict? I want my mod's smelting result to be obtainable by smelting soul sand, but I don't want to step on another mod's toes and remove their recipe.

Whatever Minecraft needs, it is most likely not yet another tool tier.

Link to comment
Share on other sites

Do the other mods that add this recipes have a common outcome? Like an OreDictionary thing? Then in those cases you could add your recipes using oredictionary and remove your recipe in case X mod is also running on the pack.

Other idea could be create an intermediate block, like Soul Sand + Gravel + Sand and use that block to smelt into your item.

Link to comment
Share on other sites

17 hours ago, American2050 said:

Do the other mods that add this recipes have a common outcome? Like an OreDictionary thing? Then in those cases you could add your recipes using oredictionary and remove your recipe in case X mod is also running on the pack.

Other idea could be create an intermediate block, like Soul Sand + Gravel + Sand and use that block to smelt into your item.

Well, they add some type of soul glass, usually, but mine is going to have special properties that others don't, so ore dicting it won't work well. For more info: my version of smelted soul sand will be Spirit Glass, which can be placed as a block and also crafted into armor. Wearing the armor allows you to walk through the block as though it wasn't there. So it's like XU's Ethereal Glass, except whether it's solid or not is based on whether the player/mob is wearing the armor, meaning you can equip the armor to other mobs and let them pass through the glass, too.
 

21 hours ago, Aarilight said:

I wouldn't remove their recipe unless you are explicitly trying to make the mods work together. Let the end user deal with conflicts via crafttweaker. That's just my opinion tho.

I might just do this. Putting the onus on the modpack maker instead of trying to fix conflicts with a potentially unknown number of mods is probably much better. Thanks :)

Whatever Minecraft needs, it is most likely not yet another tool tier.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.