stanhebben / MineTweaker3

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Basalt in Expert mode #423

Open henkekalmar opened 7 years ago

henkekalmar commented 7 years ago

Hello, I've been trying to add a basalt recipe onto my modded Infinity evolved server. And I grab the basalt I want from ingame(the cobblestone one), put it in my hand and do /mt hand and write that exact name into my file. Add it but I still get an error. (error: https://gyazo.com/f1ba593cc7a66419f729d3816afbace0 )

`#Name: Henk.zs

Author: Henk

print("Initializing 'Henk.zs'...");

recipes.addShaped( * 4, [[, , ], [, , ], [, , ]]);

print("Initialized 'Henk.zs'");` Replacing the basalt with anything else seem to work just fine. For some reason it's not liking it and I can't figure out why... Please help! :-)

jaredlll08 commented 7 years ago

Project red breaks the modid naming scheme by having an extra ":" in it, nothing we can do

On Apr 16, 2017 00:29, "henkekalmar" notifications@github.com wrote:

Hello, I've been trying to add a basalt recipe onto my modded Infinity evolved server. And I grab the basalt I want from ingame(the cobblestone one), put it in my hand and do /mt hand and write that exact name into my file. Add it but I still get an error. (error: https://gyazo.com/ f1ba593cc7a66419f729d3816afbace0 )

`#Name: Henk.zs

Author: Henk

print("Initializing 'Henk.zs'...");

recipes.addShaped(ProjRed:Exploration:projectred.exploration.stone:2 * 4, [[Railcraft:cube:4, minecraft:stone, Railcraft:cube:4], [minecraft:stone, ThermalFoundation:material:1029, minecraft:stone], [Railcraft:cube:4, minecraft:stone, Railcraft:cube:4]]);

print("Initialized 'Henk.zs'");` Replacing the basalt with anything else seem to work just fine. For some reason it's not liking it and I can't figure out why... Please help! :-)

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henkekalmar commented 7 years ago

So it's impossible for me to add a recipe resulting in, or including any project red item?

jaredlll08 commented 7 years ago

Correct, once again, this is not an issue on our side, this is an issue with how project red has named their modid, there is nothing we can do to fix it, and project red also will not fix it as changing their modid will remove blocks from the game (blocks are stored in the world based on modid:name, so changing that with result in the old blocks being replaced)

On Apr 16, 2017 00:34, "henkekalmar" notifications@github.com wrote:

So it's impossible for me to add a recipe resulting in, or including any project red item?

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/stanhebben/MineTweaker3/issues/423#issuecomment-294321705, or mute the thread https://github.com/notifications/unsubscribe-auth/AFS9xUfBsWdOOoS46yxe9jVIH2QjCsgaks5rwUYRgaJpZM4M-ek7 .

henkekalmar commented 7 years ago

Alright. Cheers, thanks for your help.

Blue64 commented 7 years ago

i think there might perhaps be a way to handle it, but it's similar to the Fluid Names with spaces, kind of a pain to jump through all of those hoops just to concatenate the : symbol so you can bypass the check.

there might also be a way to do it if you count how many : are found and ~use the last/second one found~ do a try loop on each : as the divider, actually, thinking about it, you'd pretty much need to concatenate the ~first one~ remaining ones out anyways, but it would be easier that way as you'd be able to simply run an If/Else to locate a valid substitute, perhaps utilize an error catcher at the end to say something like

if error != null && %s1 != null (
  if %s1 contains "." (
    try for every "." in %s1 (
      StringReplace %s1 to %s2 replace "." with ":"
      attempt to see if %s2 has a valid Item output
    )
  )
)

my Java is super rusty, but I'm fairly sure you can understand what I'm getting at there., you might need to process the ModID separate from the ItemName/BlockName, preserving the location of the valid divider.

I know there's some possible way to check. perhaps a conversion back to : after the Compiler/Tokenator?

Did some Edits to correct typos & whatnot.

Blue64 commented 7 years ago

also, @henkekalmar you can try reading my GitHub Formatting Tips: >> Here << (I sometimes forget it, so I made a post in a misc Repo about it lol)