GithubHelp home page GithubHelp logo

inworldcrafting's People

Contributors

expensivekoala avatar xt9 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar

inworldcrafting's Issues

[request] block change over time placed in-world

There are mods that add things like mud blocks or adobe that start out wet and dry over time when placed in-world. Similarly there are mods that add blocks that change over time when placed adjacent to water like Forestry bog earth to peat or vanilla concrete powder (see #17).

It would be neat to be able to have such transformations via crafttweaker like provide an input block, number of ticks, output block, and whether the block should/should not be adjacent to water.

As a nice-to-have, but not really needed option maybe being able to specify whether the block needs to see sky above it or specific biome dictionary tags would also be useful.

[Suggestion]: Anvil Crafting

So while looking through code for suggestions for #8 .
I found the "AnvilRepairEvent" which lets you modify a few things:
Itemstack "left"
Itemstack "right"
Itemstack "output"
float "breakChance"

image

Might be something worth looking into supporting?
Might be a bit out of scope since it's not an in-world interaction.

Errors galore on startup when altering recipes

The FluidtiItem won't take the IIngredient*n and multiples of the same IIngredient would load, but wouldn't work. (I know it's in documentation not to have duplicate ingredients). Logs throw out:
"[INITIALIZATION][CLIENT][ERROR] add.zs:30 > 3 methods available but none matches the parameters (ZenTypeNative: crafttweaker.item.IItemStack, ZenTypeNative: crafttweaker.liquid.ILiquidStack, any[], bool)
This is usually an error in your script, not in the mod
transform(ZenTypeNative: crafttweaker.item.IItemStack, ZenTypeNative: crafttweaker.liquid.ILiquidStack, ZenTypeNative: crafttweaker.item.IIngredient, bool)
transform(ZenTypeNative: crafttweaker.item.IItemStack, ZenTypeNative: crafttweaker.liquid.ILiquidStack, ZenTypeNative: crafttweaker.item.IIngredient)
transform(ZenTypeNative: crafttweaker.item.IItemStack, ZenTypeNative: crafttweaker.liquid.ILiquidStack, ZenTypeNative: crafttweaker.item.IItemStack)"

List of Blacklisted items.

Current blacklist

"astralsorcery", "logWood"
"astralsorcery", "astralsorcery:itemrockcrystalsimple"
"astralsorcery", "astralsorcery:itemcelestialcrystal"
"appliedenergistics2", "appliedenergistics2:material:1"
"appliedenergistics2", "appliedenergistics2:crystal_seed:*"
"actuallyadditions", "actuallyadditions:item_misc:23"
"actuallyadditions", "actuallyadditions:item_misc:24"
"deepmoblearning", "deepmoblearning:glitch_fragment"

If you know of an item that needs their own EntityItem for crafting logic or you have noticed some feature being broken as a result of adding a InWorldCrafting recipe then you can post about it here.

request - change fluids if adjacent to blocks or fluids

What I'd like to see is a script to change fluids into either blocks or other fluids if they are touching a specific block, such as water turning into brine if it touches a salt ore block (with the option of changing the salt ore block as well), then changing the adjacent water into brine in a chain reaction, meaning that those salt blocks on the bottom of ponds would turn the ponds into brine.

To prevent this from turning whole oceans into a different fluid, this would have to limit the chain reactions to only occur within a certain distance from the original block that triggered the first change.

Feature Request -- Percentage based change in fluid/item crafting

The explosion and burn crafting have a percentage based chance to consume the materials or successfully transform. It would be nice if the fluid transform or item transform had something similar.

  1. It would be nice if there were an optional chance of the transformation being successful.
  2. It would be nice if there were an optional chance for either ingredient to be consumed.
  3. For items that can have multiples, it would be nice if some or all of them could be consumed.

[feature request] fluid-touch-block crafting like vanilla concrete

in vanilla - a block of concretepowder is transformed into a block of concrete if it touches water.

is it possible to do the same for the transformation of other blocks to other blocks?

not throwed items, but inworld blocks, like vanilla concrete powder to concrete

[Suggestion] Anvil smashing

I'd like to be able to craft a block or item by dropping an anvil on it.

Details:

I'd like both blocks and items to be supported. Blocks must be placed in the world to work.

Turning an item into a block might be difficult because there might not be an empty block space. This doesn't need to be supported.

I'd like an option to set a minimum and maximum distance. The anvil must fall a number of blocks between these two values to count.

Setting a minimum fall distance would make automation slightly more interesting. Setting it to a high number would also make the anvil degrade, making it more expensive.

Being able to set a maximum means we could theoretically set two different versions of the same recipe. If the anvil falls from less than 3 blocks, it gives less output items than it it dropped from more than 3.

[Suggestion] Right-click on specified blocks with an item to turn it into another item

Similar to how flint can be knapped on hard blocks in certain survival mods (Primitive Tools, PrimalCore) or how Corrupted Glitch Hearts can be broken into fragments on obsidian in your other mod (Deep Mob Learning).

Being able to right-click on fluid blocks instead of dropping items in would also be nice, but I can see how that might be redundant.

(1.12.2) Incompatibility with Astral Sorcery.

I'm not sure which mod is causing this issue, so I'm posting this issue to both Astral Sorcery and InWorldCrafting's issue pages.

Forge Version: 14.23.5.2847
Astral Sorcery Version: 1.12.2-1.10.22
InWorldCrafting Version: 1.12.2-0.13.0

I have made recipes using InWorldCrafting that use Liquid Starlight as a fluid catalyst for the recipe. For some reason, this causes Celestial Crystal growth to not function. I can still grow Dynamism Gems, but Celestial Crystal Clusters won't form. Below I'll paste my InWorldCrafting script if that helps.

// In-World Crafting

// Get Yer Imports!

import mods.inworldcrafting.FluidToItem;

// Liquid Starlight

FluidToItem.transform(<minecraft:iron_ingot>, <liquid:astralsorcery.liquidstarlight>, <minecraft:gold_ingot>, false);
FluidToItem.transform(<astralsorcery:itemcraftingcomponent:2>, <liquid:astralsorcery.liquidstarlight>, <contenttweaker:iron_dust>, false);
FluidToItem.transform(<minecraft:redstone>, <liquid:astralsorcery.liquidstarlight>, <arcanearchives:radiant_dust>, false);
FluidToItem.transform(<minecraft:glowstone_dust>, <liquid:astralsorcery.liquidstarlight>, <contenttweaker:gold_dust>, false);
FluidToItem.transform(<minecraft:prismarine_crystals>, <liquid:astralsorcery.liquidstarlight>, <minecraft:prismarine_shard>, false);
FluidToItem.transform(<minecraft:quartz>, <liquid:astralsorcery.liquidstarlight>, <arcanearchives:raw_quartz>, false);
FluidToItem.transform(<contenttweaker:enchanted_clock>, <liquid:astralsorcery.liquidstarlight>, <minecraft:clock>, false);
FluidToItem.transform(<minecraft:diamond>, <liquid:astralsorcery.liquidstarlight>, <minecraft:dye:4>, false);

// Water

FluidToItem.transform(<contenttweaker:white_dye>, <liquid:water>, <minecraft:sugar>, false);
FluidToItem.transform(<extrautils2:ingredients:14>, <liquid:water>, <astralsorcery:itemcraftingcomponent:2>, false);
FluidToItem.transform(<minecraft:dye:11>, <liquid:water>, <minecraft:glowstone_dust>, false);
FluidToItem.transform(<minecraft:dye:1>, <liquid:water>, <minecraft:redstone>, false);
FluidToItem.transform(<contenttweaker:black_dye>, <liquid:water>, <contenttweaker:charcoal_dust>, false);

Feature Request -- Shift + Right Click Crafting

I would like to suggest adding Shift + Right Click crafting in-world.
Example would be holding a stack of string, holding Shift then right clicking would use 4 string and craft a block of wool.

Parameter Errors, Suggestion to change the Wiki

Hello, I am writing this to notify the creator of a possible mistype within the wiki or a change that caused the documentation to be slightly incorrect.

When using []'s within item parameters, it comes up with errors, thanks to a discord member I was able to figure out how and why this happened.

This was my code:
(And yes, before asking, the import code was applied first as well. Also, 'wooda' is just a contenttweaker fluid.)

mods.inworldcrafting.FluidToFluid.transform(liquid:wooda, liquid:water, [rustic:grape_stem]);;

But, in making it, this error occurred. Pastebin Link

Thanks to a discord user, they found out that the []'s were causing this error, in some examples on the wiki, items are shown with this bracket, and on removing them:

mods.inworldcrafting.FluidToFluid.transform(liquid:wooda, liquid:water, rustic:grape_stem);

This error was fixed, I am not too sure if this is selective in my case, but if this exsists still with the current versions of craftttweaker: (CraftTweaker2-1.12-4.1.20.jar) Then this might want to be fixed within the wiki.

image

Duplication bug

I've gotten several reports that for fluid/fire crafting users can pick up both the inputs & outputs if they time pickup at precisely the time that the item transforms. Let me know if you need more information

[Suggestion] Burning blocks

-Recipes for when a block is burnt by fire (such as a log dropping charcoal if it is destroyed by fire)
-Recipes for when a fire on a block is extinguished (such as Ender IO's method for getting grains of infinity)

fluid to block

turning a fluid into a block. having a fluid go over another fluid and then the said fluid turns into a block

Issue with using lava as fluid

I had two ideas so am just using the second one of them but figured I should report this as not working anyways.

With version 0.13.0 trying to do FluidToItem transforms do not work if the fluid is lava. The item lights on fire and bounces out of the lava in its original state. (Happens when consume is true and false.)

Feature Request -- combined item/fluid transformations.

Its possible that I just don't see how to do it, but it would be nice if there were a way to combine the fluid and item transformations. Example: using a filter item on dirty water would result in clean water and a dirty filter.

Fluidlogged API support

Fluidlogged API makes it possible to, in 1.12.2, place any fluid in any block (like water-logging of 1.13+). It would be nice if InWorldCrafting's Fluid To Fluid and Fluid To Item recognized a waterlogged block as a fluid for the purpose of crafting. It currently doesn't

[Suggestion] Fluid to Block

This would work like the Fluid to Fluid recipes, except that the output is a solid block that replaces the fluid.

For example, I throw dirt into water and the water is replaced with mud, which is a solid block.

can't resolve destablized redstone

im trying to change the recipe for the coils from thermal but, it keeps saying ERROR: reception coil.zs:1: Could not resolve liquid : fluid_redstone
i think its because i have the id wrong but everywhere i look this is all i can find. ive tried using HWYLA and advanced tool tips with jei and they all lead to the same id.

here is the script im trying to use
mods.inworldcrafting.FluidToItem.transform(thermalfoundation:material:513, liquid:fluid_redstone, [minecraft:gold_ingot]);

Flowing liquid can't be consumed

in Fluid to Item crafting, it recognizes flowing liquids as valid for the transformation. This means that no recipe can be successfully set to consume the block since players can just toss it in the flowing liquid to avoid the cost.

Issue with Fluid to Item

There seems to be an issue with Fluid to Item. I have the consume parameter set to true, and when I put my input item inside the source fluid then the gets consumed, which is how it's supposed to work. However, when I put an item inside of a fluid that ISN'T the source fluid (the flowing fluid), the item still converts, but the fluid isn't consumed.

Example of the issue

Here's my script.

import mods.inworldcrafting.FluidToItem;
import mods.inworldcrafting.FluidToFluid;

FluidToItem.transform(<contenttweaker:charged_wart_item>, <liquid:liquid_xp>, <minecraft:nether_wart>, true);
FluidToFluid.transform(<liquid:liquid_xp>, <liquid:water>, <minecraft:experience_bottle>, true);

What I was hoping to happen is FluidToItem would only work if it's the source fluid.
FluidToFluid handles this right. If you put the input item in a flowing fluid instead of a source fluid then no conversion happens.

[Suggestion]: Dimensional/Portal Crafting

image

TLDR;
The ability to "craft" one item or possibly a set of items (might be harder).
To another item by throwing it into a portal.

This could be handled by grabbing the EntityTeleportEvent or DimensionChanged or smth.
(don't remember the name right now).

[Suggestion] Output stack arrays/or multiple outputs from recipes in parallel

Specifically looking at explosion crafting; I want to shatter ore blocks into multiple pieces;

mods.inworldcrafting.ExplosionCrafting.explodeBlockRecipe([<output array>], <block input>);
The % survival chance could be moved to the array
mods.inworldcrafting.ExplosionCrafting.explodeBlockRecipe([
<ore:gemDiamond>*1, 100,
<ore:crushedDiamond>*1, 50,
<ore:dustImpureDiamond>*1, 50], <ore:oreDiamond>);

Or (if its easier to implement) you could define each output in a new recipe;
mods.inworldcrafting.ExplosionCrafting.explodeBlockRecipe(<minecraft:diamond>, <minecraft:stone>);
mods.inworldcrafting.ExplosionCrafting.explodeBlockRecipe(<minecraft:emerald>, <minecraft:stone>);
(Just tested this with IWC v1.13.0, sadly it only dropped diamonds although it showed the diamond and emerald in JEI)

FluidToItem doesn't work with "consumed = true"

No errors in crafttweaker, but when I use this script with modded liquid (Fluid Block extends BlockFluidFinite):

FluidToItem.transform(<minecraft:spawn_egg>.withTag({EntityTag: {id: "minecraft:cow"}}), <liquid:alivewater>, [<minecraft:egg>, <minecraft:wheat>], true);

it doesn't work at all (I don't get the resulting item), but if I omit the last argument:

FluidToItem.transform(<minecraft:spawn_egg>.withTag({EntityTag: {id: "minecraft:cow"}}), <liquid:alivewater>, [<minecraft:egg>, <minecraft:wheat>]);

it works fine, but the liquid doesn't get consumed of course.
If I change liquid to vanilla water - everything works as intended.
Forge: 2847
Mod version: 1.2.0

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.