Medieval Fashion used some assets from another mod (models, textures), for which the author did not receive permission. Because he refused to remove other people's assets, the mod was removed entirely.
Patch the recipe with "dependsOn": [{ "modid": "othermodid" }] or add a new recipe to assets/yourmodid/compatibility/othermodid/recipes/.../newrecipe.json .
In the patch you can use "file": "othermodid:recipes/../originalrecipe.json"
@ZergMazter If the author doesn't change this, then you have only a couple of options:
1. You're lucky and your mod loads after MoreMolds. So you can create an empty file assets/moremolds/patches/moremolds-recipes-grid-plank-removal.json in your mod, this will overwrite the original patch.
2. Make a patch via C#
3. Modify mod files directly
4. Do nothing and just get over it
There are plans to integrate mddb into the game, this has already been partially implemented. But the use of CurseForge and this topic in general have long been irrelevant. This was three years ago.
Iterate api.World.Block and get all with code "game:bed-*". Or attach custom BlockBehavior/BlockEntityBehavior via patch bed blocktype json and do code there
You shouldn't work with json files directly as you would with strings. Either use a ready-made block/item from the game, or a patch. Patches are made through a fork of the Tavis.JsonPatch library using other json or C# code.
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