I was wondering if it is possible to add new mechanics to extractor, or compressor or others, for example: compressing saplings into plantballs, without having to write a addon to the game.
With Custom Recipes its possible to add such mechanics to a furnace, by just editing a .txt file?
I am a bit too lazy to read me into this addon coding.(usually a c# coder)
Question:Adding mechanics to the Machines without writing Addons??
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I was wondering if it is possible to add new mechanics to extractor, or compressor or others, for example: compressing saplings into plantballs, without having to write a addon to the game.
With Custom Recipes its possible to add such mechanics to a furnace, by just editing a .txt file?
I am a bit too lazy to read me into this addon coding.(usually a c# coder)
This isn't possible by default, but it might be possible to write an addon to enable such a thing. I will look into making this... sounds useful. -
That would be great, i would try to help you if u like(u need to wait another week thought i am a german on holiday in america :-D).
Anyway if you fail please tell me then i`ll have to start coding java >:-D. -
I've got my addon working.
The addon reads from a text file formatted as follows:
MachineID,Input_Item_ID,Input_Item_Damage,Output_Item_ID,Output_Item_Damage
One recipe per line. MachineID is a number assigned to each machine like:
0 = Macerator
1 = Extractor
2 = CompressorSo a recipe would look like this:
0,35,1,35,4
This makes orange wool macerate into yellow wool.
it doesn't work with mod items yet but I'm working on it...
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I've got my addon working.
The addon reads from a text file formatted as follows:
MachineID,Input_Item_ID,Input_Item_Damage,Output_Item_ID,Output_Item_Damage
One recipe per line. MachineID is a number assigned to each machine like:
0 = Macerator
1 = Extractor
2 = CompressorSo a recipe would look like this:
0,35,1,35,4
This makes orange wool macerate into yellow wool.
The code injects the recipes after all other mods have been loaded, so mod items SHOULD work, though I haven't tested it yet.
I need to disconnect the code for it from my other mod (I was too lazy to set up another Netbeans project) and package it up.
You forgot output stacksize
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I had to change the text file syntax to get mod items to work.
Machine,Input_ID,Input_Dmg,isModItem,Output_ID,Output_Dmg,isModItem
Machine is now the name of the machine with a capitol at the beginning, so...
Macerator
Extractor
Compressor... are valid machine names.
This is a working mod recipe:
Macerator,1001,6,true,1,0,false
This makes RP2 nikolite into stone. I'm still missing the output stack size, but I'll get that added in there.
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Damn cool I must say :-D.