bfhbuddy Posted June 22 Report Posted June 22 I made a mod useing the inbuild modmaker to add a new barrel recipe. it worked while I had the recipe directly added to the assest folder, but when I use the modmaker.exe and remove the file it doesn't work anymore. Can somebody tell me what is going wrong? I've attached my mod below olivinefraud.zip
Solution xXx_Ape_xXx Posted June 22 Solution Report Posted June 22 The second recipe using clear quartz, is missing "game:" in it's declaration of ingredients. Spoiler This does not work: { code: "olivinebarrel", sealHours: 72, ingredients: [ { type: "item", code: "clearquartz", "quantity": 1 }, { type: "item", code: "game:dye-green", "litres": 1,"consumeLitres":1 } ], output: { type: "item", code: "game:ore-olivine", stackSize: 1 } } Spoiler This will work: { code: "olivinebarrel", sealHours: 72, ingredients: [ { type: "item", code: "game:clearquartz", "quantity": 1 }, { type: "item", code: "game:dye-green", "litres": 1,"consumeLitres":1 } ], output: { type: "item", code: "game:ore-olivine", stackSize: 1 } } Basically, what is happening in the first example, is the game engine looks for an item in your mod called "clearquartz", and can't find it because it simply does not exist. And since the recipe sit inside your mods domain, "olivinefraud", the recipe defaults to search for items without a domain declared, inside the mod that calls it. In this case, it thinks your recipe is pointing to "olivinefraud:clearquartz" , instead of the correct "game:clearquartz" In the second example, the game engine looks for the same clearquartz, but this time inside the domain of the game itself, hence the "game:" in front of all the item names. And the recipe works. Think of domains as folders where everything inside them, belongs to that folder name. I know it can be hard to wrap ones head around this at the start, but once you get to experiment a bit, it becomes clearer. Good luck with your modding endeavour. 1
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