Closed daforsyth closed 6 months ago
I still find some wildcards spread across the script which confuses me. Do only some items cause the script to break?
I still find some wildcards spread across the script which confuses me. Do only some items cause the script to break?
Yep. With little rhyme or reason. At least the items that break are consistent. Just results in grosser redundant code.
I've demonstrated a workaround in my revision. Also please sort out the metadata order of items to the following:
<minecraft:item:1>;
<minecraft:item:2>;
<minecraft:item:3>;
I've already done a fair few for you.
I've demonstrated a workaround in my revision. Also please sort out the metadata order of items to the following:
<minecraft:item:1>; <minecraft:item:2>; <minecraft:item:3>;
I've already done a fair few for you.
Done
Added aspects to:
Ars magica aspects have been edited. When this script was originally released ars magica 2.5 did not exist and these items did not have aspects. Since ars magica 2.5 some items now have aspects and I differ those choices to the mod author in most cases.
I saw you did code cleanup, my apologies to the tinctirum aspect. I'm surprised it didn't throw an error. That was written a long time ago on a pack with that aspect.
I've reverted some of the code clean ups relating to using
:*
to target multiple items with similair meta data. Unfortunately, some items cannot be assigned like this or they will cause the script to not load and throw an error that I can assume is some sort of outbounds? (a seemingly random integer not associated to error codes)Where this does work I've kept them. I would not change anything with this in the future as it might break the script. Any case where it does work, it will be implemented.
This has been edited from the latest branch and should be following the style you've set and keep the changes to aspects you've made.
I've ran this script successfully on my end.