Time Nick Message 18:17 SwissalpS are there any plans to allow entities to be light sources? 18:18 sfan5 not really 19:06 SwissalpS OK. Too bad. 20:37 mrkubax10 Is it possible to allow usage of tool with wear in recipe? 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 20:59 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 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 22:21 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.