Posts by denoflions

    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.

    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 = Compressor


    So 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...

    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.

    Does that only happen on server startup? We need more data concerning the what you were trying to do, including when it happened.

    It happens randomly when the server is running, not during startup. The server had been running for a couple of hours prior to the last one. I'm not sure what triggered it as we had 7 or 8 people running around doing things.