SmithsGaming / Armory

Minecraft Mod named Armory, adds the Armors world to Minecraft
GNU Lesser General Public License v3.0
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Armory recipes not visible in JEI #47

Closed Raycoms closed 7 years ago

Raycoms commented 7 years ago

I am unable to see the recipe for the armor and I can't click the recipe for the hammer to show it.

marchermans commented 7 years ago

Which version of Armory / JEI / Minecraft are you using? Are you using a public modpack?

Raycoms commented 7 years ago

Minecraft 1.10, the newest version of armory and JEI on curse. It's our own modpack on our server

2017-02-11 20:02 GMT-02:00 Orion notifications@github.com:

Which version of Armory / JEI / Minecraft are you using? Are you using a public modpack?

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marchermans commented 7 years ago

Okey that is weird. I will take a look at this and the other crash you send in. However 1.10 development is actually closed. I am working on 1.11 instead. 

Raycoms commented 7 years ago

We have a quite big modpack and servers and your mod combines very well with our mod (Minecolonies) it would be great if we could use a working version on our server.

2017-02-11 21:31 GMT-02:00 Orion notifications@github.com:

Okey that is weird. I will take a look at this and the other crash you send in. However 1.10 development is actually closed. I am working on 1.11 instead.

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marchermans commented 7 years ago

So i did some digging. I tested the Minecolonies Testpack, and it seems that you are right. I will take a look into JEI's API and try to find out why it does not load the API Implementation.

However i need to repair the 1.11 and the 1.10 branches to fix this. I hope that i can get this done this evening / tonight. If not i will try to produce a fix next Wednesday.

Raycoms commented 7 years ago

That would be great =) Glad to hear =)

2017-02-12 9:25 GMT-02:00 Orion notifications@github.com:

So i did some digging. I tested the Minecolonies Testpack, and it seems that you are right. I will take a look into JEI's API and try to find out why it does not load the API Implementation.

However i need to repair the 1.11 and the 1.10 branches to fix this. I hope that i can get this done this evening / tonight. If not i will try to produce a fix next Wednesday.

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marchermans commented 7 years ago

@Raycoms are you the Minecolonies developer?

Raycoms commented 7 years ago

Yes I am one of the main developers of minecolonies.

2017-02-12 9:41 GMT-02:00 Orion notifications@github.com:

@Raycoms https://github.com/Raycoms are you the Minecolonies developer?

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marchermans commented 7 years ago

Awesome. I tried finding out if you guys had an API, but could not find it. I would love to integrate Armory with minecolonies more. Kinda like i did with TiCon.

Raycoms commented 7 years ago

If your armory armors do implement the "armor" of minecraft our guards will be able to use your armors without any problems.

We currently do not offer any integration API yet but we could work on that if you're interested. What are you thinking about?

2017-02-12 9:56 GMT-02:00 Orion notifications@github.com:

Awesome. I tried finding out if you guys had an API, but could not find it. I would love to integrate Armory with minecolonies more. Kinda like i did with TiCon.

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marchermans commented 7 years ago

I am implementing ItemArmor so yeah that should work. I was actually looking to add a nice new building for a Blacksmith who can in particularly make the armor for the guards.

Raycoms commented 7 years ago

That would be very interesting!

I could give you a complete guide on how to implement a worker in our case. It's actually quite simple. Then we'd just activated/deactivated that worker if your mod is activated together with ours.

2017-02-12 10:01 GMT-02:00 Orion notifications@github.com:

I am implementing ItemArmor so yeah that should work. I was actually looking to add a nice new building for a Blacksmith who can in particularly make the armor for the guards.

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marchermans commented 7 years ago

That would be amazing, i would maybe even think about putting the 1.11 update back then to implement this. I loved this mod and it would be amazing if this would be possible.

marchermans commented 7 years ago

I was trying to find the source that you guys are using. But the Minecolonies/minecolonies development branch does not seem to hold the source for the mod.

marvin-bitterlich commented 7 years ago

@OrionDevelopment

@Raycoms will write a more elaborate guide, but our develop branch contains the 1.10.2 sources of the mod. If you have any questions just ask

Raycoms commented 7 years ago

https://github.com/Minecolonies/minecolonies Should hold the complete source. https://github.com/Minecolonies/minecolonies/tree/develop/src/main/java/com/minecolonies/coremod Here you will found all our sources.

To implement a worker you will need:

Now to the most important.

In "public enum AIState" you can define the stages your worker will have like "waiting for material" or "smithing" or "cooldown" etc.

It's probably best to look at simple workers like the Deliveryman to check out how we organize the AI code. But it's quite simple.

/**

In the Constructor you define a certain set of skill which is good for him (to level up and gain perks like speed etc) And you also define the transitions. After you set the AIStates of him you can define to where they point. In the example below, there are the states of the deliveryman. First, he checks if he should execute at all and if yes he will continue to IDLE. From IDLE he will directly go to START_WORKING and in the case of START_WORKING he will call the method:

private AIState checkWareHouse()

And the return value of this method is the state he should go to next. Quite simple, isn't it?

If you want to create a custom GUI you will need WindowHutArmorySmith.java which extends AbstractWindowWorkerBuilding.java and design your GUI as a XML in the assets.

I think that's all.

2017-02-12 10:16 GMT-02:00 Orion notifications@github.com:

I was trying to find the source that you guys are using. But the Minecolonies/minecolonies development branch does not seem to hold the source for the mod.

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marchermans commented 7 years ago

Nice! You guys have a MavenRepo i call pull the deobfed jar from? Or should i use the github source?

Raycoms commented 7 years ago

If you work at our repo we use travis to produce the jars and they land here: https://www.dropbox.com/sh/9cnqcjl0nan57cy/AAAlo6S1owxIw8tU_-7HJMHMa?dl=0

2017-02-12 15:08 GMT-02:00 Orion notifications@github.com:

Nice! You guys have a MavenRepo i call pull the deobfed jar from? Or should i use the github source?

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marchermans commented 7 years ago

This should fix it once the build complete this. Do you guys have a IRC Channel or something we can communicate on so we can something like this going?

marchermans commented 7 years ago

Release for 1.2.0.0-395

marvin-bitterlich commented 7 years ago

@OrionDevelopment send me your email and I invite you to our slack channel :)

marchermans commented 7 years ago

Same mail as on my profile: oriondevelopment@outlook.com

NullMagic commented 7 years ago

This seems to be a problem again with the latest versions of JEI and Armory in 1.10, I know you're working on the 1.11 version (which I am looking forward to), but would it be possible to get a quick fix if it's not too much trouble?

marchermans commented 7 years ago

I will take a look What is the exact issue?

NullMagic commented 7 years ago

Specifically it's not showing any of the recipes, making it rather difficult to progress in the mod.

marchermans commented 7 years ago

Hmm again. I will dig into it. The last time they changed api definitions mid mc version. Which screwed armory over

NullMagic commented 7 years ago

It appears this isn't actually a problem with JEI or Armory, it seems to be an issue with the Apple Core and Apple Skin mods, which for some reason cause it to not register in JEI fully, which I suppose means this should be a new issue, but I'm really not sure who I should send it to at this point.

marchermans commented 7 years ago

Hmm you say Apple Core he