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Posted

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

2026-05-02_14-39-31.png.3852bf1a3c97bad51bfae987e17beab8.png

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!

Posted


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.

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