KA3NMNP Posted October 25 Report Share Posted October 25 Hello everyone, i am developing a mod for disassembling and recycling metal products. And when it came to shields, I discovered that many of their varieties are implemented through attributes. I started writing their variations in the recipe using “*”, but the recipes don’t work that way. For example: Spoiler [ { ingredientPattern: "HC _I", recipeGroup: 24, ingredients: { "H": { type: "item", code: "game:hammer-*", isTool: true}, "C": { type: "item", code: "game:chisel-*", isTool: true}, "I": { type: "item", code: "game:shield-woodmetal", attributes: { "metal": "{*}", name: "metal", allowedVariants: ["tinbronze", "bismuthbronze", "blackbronze", "iron", "meteoriciron", "steel", "gold", "silver"] } }, width: 2, height: 2, output: { type: "item", code: "game:metalbit-{metal}", quantity: 40 } } ] However, if I specify a specific value for each attribute, the recipe is workable, like this: Spoiler [ { ingredientPattern: "HC _I", recipeGroup: 24, ingredients: { "H": { type: "item", code: "game:hammer-*", isTool: true}, "C": { type: "item", code: "game:chisel-*", isTool: true}, "I": { type: "item", code: "game:shield-woodmetal", attributes: { "metal": "{metal}", "wood": "{wood}", "deco": "none" }} } }, width: 2, height: 2, output: { type: "item", code: "game:metalbit-{metal}", quantity: 40 } } ] For now, I’m busy writing out each of the 384 recipes manually, but I’d like to find a more rational method. Link to comment Share on other sites More sharing options...
Spear and Fang Posted October 27 Report Share Posted October 27 I'm just not seeing a more rational only solution without getting C# involved. On the upside, this sort of thing only applies to shields and junk in ruins afaik. I guess one slightly more sane solution would be to use your language of preference to autogenerate the json files, if c# is not an option for you. Link to comment Share on other sites More sharing options...
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