Closed WenXin20 closed 8 years ago
Check the log ;) All the axes that fail anything will get spit out with why. 99% of the time it's because the repair material isn't set, thus the mod doesn't know what to make the recipe from as everything is automatic. (Other than the textures getting created.) If you wish to make the axes you can use D3Core to set a repair material or use a crafting editor to set the recipe yourself.
Ok, thanks
The log file talk about a materials.json files, but I can't seems to find it :/ Where is it supposed to be?
Thanks, Sorry I overlooked that lol :/
I wrote that just now :smile:
this explain that XD
is there a way to define oreDict entry as ItemStack?
No, that is impossible. (Forge doen't account for that)
ok, thanks
can I make multiple "BASEMETALS_TIN": "basemetals:tin_ingot 0 1",
"BASEMETALS_TIN": "mi:tin_ingot 0 1",
No, you can only have one.
okidok
The more you know, you don't need to have multiple, just one makes all the item that share oreDict to be usable in recipe
I think my code automatically does ore dict converting, but I forgot about that part. You could always use a recipe editor ofc.
How do I find the correct material name, for example, with FunOres mod?
Look for this line in your log file:
New LumberAxe {0} ({1}) From ...
{0}
is the toolMaterial
(this is the correct name to put in the D3Core materials.json file){1}
is the materialName
(this is the 'normalized' name, used to create the items and find the right texture)If you only want the name for the materials.json, you can also use the name in this log line:
LumberAxe {1} without recipe! Ask the mod author of {0} for a ToolMaterial repairStack OR use D3Core's materials.json file to set it yourself.
If you search for without recipe! Ask the mod author
you will get a nice list of materials to do by hand.
Thanks
I noticed that modded lumber axes couldn't be crafted, even multiple mods that add that material, for example copper.