Blood Magic

Blood Magic

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[Request] Glass Ore Dictionary Support

airbreather opened this issue ยท 10 comments

commented

As requested, some configuration details and versions:

  • Minecraft 1.7.10
  • Forge 10.13.4.1448
  • BloodMagic-1.7.10-1.3.3-11.jar (MD5: 65a47fd09177fc5817361df5fe438488)

Basically, everywhere that Blood Magic accepts the regular ol' "minecraft:glass" item specifically, it would help greatly if it could instead (or in addition?) accept the Ore Dictionary blockGlass or blockGlassColorless.

This way, through MineTweaker, an enterprising mod pack creator could add, for instance, Tinkers Construct's clear glass to that ore dictionary and allow it to work for everything in Blood Magic that requires glass.

Usually, I can just suck it up and rewrite all the recipes using MineTweaker (and I've done exactly that for several Blood Magic recipes), but doing this for "Orb Crafting", "Alchemic Chemistry Set", and "Blood Altar" recipes requires more magic than what's in my essence pool.

commented

Will keep this in mind for 1.8.

commented

It's already possible actually. Unless you have some specific machine in mind, it's already possible to do shaped/shapeless orb crafting, and I believe the Alchemy too. _It's possible via MineTweaker Mod should you get impatient._ I use <ore:blockGlass> (via MineTweaker) personally. You'd be surprised at how many recipes use explicit instead of oreDict in general.

  1. Edit:
  2. Edit:
    • More Strike-through
    • Minor editing.
commented

I was browsing all over at the time of writing the above post, I thought this was a MineTweaker 3 / ModTweaker 2 Post lol using MineTweaker 3 & ModTweaker 2 this is possible is what I was stating. Sorry for any confusion.

commented

learned that the mods can set the mod.

Mods can set it to anything. We could have the altar stuff be potatos.are.Tasty. It's added the exact same way ModTweaker adds compat.

commented

@TehNut you just literally made me laugh ๐Ÿ‘ I was not expecting potatos.are.Tasty xD you just made my night

On Topic: I recently finished uploading the placeholders for my script collection to my GitHub Repository, they're currently almost entirely templates, but as soon as I get my MineCraft working again, This is going to be the first script on my list :) I might even push it ahead to the initial (Release) state before I work on the rest of the scripts. (I plan to eventually release them all as a single compiled script, but I'll keep the smaller parts for grab-n-go and quick fixes)

so that's something to look forward to just in case, and as an added bonus, it's available for 1.7.10 ;) (heh, potatoes. I'm gonna be laughing about that all night)

commented

All MineTweaker support is added by BloodMagic, not ModTweaker.

commented

it calls them via mod. which is a ModTweaker command though. MineTweaker would be recipe. so you can see why I was fairly explicit in mentioning them both, despite it being your API adding the commands, unless you are stating the API you provided avoids the need for ModTweaker, that would be different, as only MineTweaker would be required to call those commands.

They're not exactly the easiest mods to figure out on one's own without knowing how Java works first (which I don't).

commented

_All MineTweaker support is added by BloodMagic_, not ModTweaker.

Re-read and click the link. We set the method as mods.bloodmagic.*

Now, let's keep this on topic. He wanted it in the base mod, not from using a hack like MT.

commented

ah, I shall strike-through my old comments accordingly. Still, it's good to know a more immediate method available until it is implemented (a "hotfix" if you will), so it's still technically on topic, you just explicitly pointed out that ModTweaker was not needed for the "hotfix", which is still helpful, and I also learned that the mods can set the mod. prefix in MineTweaker from this, and it is all available here for future reference to anyone that needs it :) ๐Ÿ‘ keep up the amazing work @TehNut (and any others involved)

commented

Thank you for pointing out the MineTweaker support that's added by Blood Magic. My go-to when looking for mod support was to look through ModTweaker; didn't realize that Blood Magic would have added MineTweaker support itself, and just assumed that since it was in ModTweaker for MC1.6.4, that its absence in ModTweaker for MC1.7.10 meant that it was missing. The MT3 wiki calls out Blood Magic explicitly, so there's clearly at least some element of an RTFM problem on my part (keeping with the analogy from the end of my description, I needed to upgrade my altar).

I did mention MineTweaker in the initial description, so this isn't as big a deal for me anymore, but as @TehNut mentioned a few comments back, it would still be very much appreciated if the base mod did this directly.