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Jeffrey Gordon

Vintarian
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  1. If I'm using world.BlockAccessor.SetBlock, how do I create variants? Like for instance, if I'm placing a lantern block, how would I place a gold lantern instead of a copper one, which is the default?
  2. Thanks to the discord I figured this out. I had averageDurability on the output and needed to move it to the recipe itself. I'm working on a repair recipe that I thought would be simple. Here is what I have so far: { "ingredientPattern": "_G_,TWL", "ingredients": { "G": { "type": "item", "code": "cob:cob-glider-diamondred1", "quantity": 1 }, "T": { "type": "item", "code": "game:flaxtwine", "quantity": 1 }, "W": { "type": "item", "code": "game:cloth-red", "quantity": 1 }, "L": { "type": "item", "code": "game:leather-*", "quantity": 1 } }, "width": 3, "height": 2, "output": { "type": "item", "averageDurability": false, "code": "cob:cob-glider-diamondred1" } } My understanding is that by setting averageDurability to false, I should get an output with full durability, but I'm just getting a glider with the same reduced durability back. I've tried a variety of solutions, but nothing seems to make a difference. Am I understanding the purpose of the averageDurability flag and is it actually active?
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