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Message |
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| 18:17 |
SwissalpS |
are there any plans to allow entities to be light sources? |
| 18:18 |
sfan5 |
not really |
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SwissalpS |
OK. Too bad. |
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mrkubax10 |
Is it possible to allow usage of tool with wear in recipe? |
| 20:41 |
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| 20:43 |
Krock |
mrkubax10: the only special recipe that I know of is 2x the same tool to repair it |
| 20:43 |
Krock |
aside from that, I think you could use almost broken tools in recipes |
| 20:48 |
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| 20:59 |
mrkubax10 |
Because the situation is that I have a tool that cannot break (on purpose) and would want to have an upgrade recipe, but if that tool was used before it can't be used in the recipe which is something I wouldn't want |
| 21:20 |
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| 22:13 |
calculon |
mrkubax10: maybe something you can do with register_on_craft() |
| 22:14 |
mrkubax10 |
but on_craft happens after the recipe was matched with the result |
| 22:15 |
calculon |
yes but you can change the result by returning another ItemStack |
| 22:16 |
mrkubax10 |
but I have the issue where nothing shows in result slot so it's not even getting there |
| 22:18 |
calculon |
mmh, so your recipe is wrong? |
| 22:18 |
calculon |
my idea is register a recipe upgrade+tool=new tool and check if it's ok in the handler, then change the result if it's not |
| 22:19 |
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| 22:21 |
mrkubax10 |
the recipe is not wrong, in the situation when tool was never used it can be used in the recipe, but when it's used at least once it is not possible to use that particular item in the recipe as maybe there is some information in metadata that I'm not aware of |
| 22:23 |
calculon |
it could also be playing with register_craft_predict then |
| 22:23 |
mrkubax10 |
To make it simpler, let's say that you have a pickaxe and a recipe which allows you to craft something using that pickaxe. As long as it was never used to dig node you can put it in crafting grid and you will get the result, but when there is wear on pickaxe you can't anymore. This is what I'm trying to workaround to allow using tool with wear |
| 22:24 |
mrkubax10 |
craft_predict cannot modify the result |
| 22:24 |
calculon |
ah yes |
| 22:25 |
mrkubax10 |
it's not that I absolutely need this to work, just making sure if there isn't something that I missed |
| 22:26 |
calculon |
last thing i see is it's changing the item after the first use |
| 22:26 |
calculon |
like new_pick becoming worn_pick or something |
| 22:27 |
calculon |
modders can be very creative to workaround api limitations :) |
| 22:30 |
bgstack15 |
Perhaps you can perform this crafting at a special node, like a custom workbench? That way, it can check input inventory slot 1 and input inventory slot 2, and if the discovered tool has any wear, it will not produce/offer the final object. |
| 23:11 |
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