jun1per Posted May 2 Report Posted May 2 I'm having trouble properly integrating a new cabinet type using my custom wood type. I patched in my wood type so it appears inside the handbook, but I can't figure out how to integrate recipes or get my custom textures to apply. Here's how it looks in the handbook: Spoiler As for the recipe, I'm unsure how it determines which wood types can and can't be used. Vanilla code for Bottom Cabinets: { ingredientPattern: "PPP,PPP,HNS", ingredients: { "S": { type: "item", code: "saw-*", isTool: true, toolDurabilityCost: 4, tags: ["tool-saw"] }, "H": { type: "item", code: "hammer-*", isTool: true, toolDurabilityCost: 1, tags: ["tool-hammer"] }, "N": { type: "item", code: "metalnailsandstrips-{metal}" }, "P": { type: "item", code: "plank-{wood}", quantity: 2 } }, allowedVariants: { metal: ["copper", "blackbronze", "tinbronze", "bismuthbronze", "iron", "silver", "gold", "meteoriciron", "steel", "electrum" ] }, skipVariants: { wood: [ "agedacacia", "agedebony", "rottenebony" ] }, name: "cabinet", width: 3, height: 3, output: { type: "block", code: "cabinet-bottom", attributes: { "wood": "{wood}" } } }, I'm assuming the {wood} field in the "P" section of the ingredients acts similarly to a "*" (wildcard), but I'm not entirely sure. If someone who's more familiar with these newer recipes knows anything please tell me. Thanks!
Spear and Fang Posted May 3 Report Posted May 3 (edited) I am not familiar with the new recipes, but your wildcard assessment seems about right. I suppose I'd temporarally edit OR json patch the cabinet block file itself with your new wood type to see if that is all you need. Not sure about domain though. EDIT: Also seems like I'm missing something else here - not sure if it's related to the new tags system, or it's hardcoded, or what...likely your wood type must exist in assets\survival\blocktypes\wood\woodtyped\planks.json. And then there's assets\survival\itemtypes\utility\cabinetdoor.json Edited May 3 by Spear and Fang
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