Immersive Engineering

Immersive Engineering

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[1.12.2] Enderio recipes

Mikotochan opened this issue ยท 2 comments

commented

Description of the issue:

When changing the recipe of an EnderIO material (such as making the dark steel ingot require steel rather than iron) in EnderIO's XML recipe files (config/enderio/recipes/user) the arc furnace still uses the old recipes. I think that it would be desirable rather than having a few hard-coded recipes (in

IERecipes.addOreDictArcAlloyingRecipe("ingotElectricalSteel", 1, "Iron", 400, 512, "dustCoal", "itemSilicon");
IERecipes.addOreDictArcAlloyingRecipe("ingotEnergeticAlloy", 1, "Gold", 200, 512, "dustRedstone", "dustGlowstone");
IERecipes.addOreDictArcAlloyingRecipe("ingotPhaseGold", 1, "EnergeticAlloy", 200, 512, Items.ENDER_PEARL);
IERecipes.addOreDictArcAlloyingRecipe("ingotPhasedIron", 1, "Iron", 200, 512, Items.ENDER_PEARL);
IERecipes.addOreDictArcAlloyingRecipe("ingotConductiveIron", 1, "Iron", 100, 512, "dustRedstone");
IERecipes.addOreDictArcAlloyingRecipe("ingotDarkSteel", 1, "Iron", 400, 512, "dustCoal", "obsidian");
IERecipes.addOreDictArcAlloyingRecipe("ingotSoularium", 1, "Gold", 200, 512, Blocks.SOUL_SAND);
ChemthrowerHandler.registerEffect("nutrient_distillation", new ChemthrowerEffect_Potion(null, 0, MobEffects.NAUSEA, 80, 1));
ChemthrowerHandler.registerEffect("liquid_sunshine", new ChemthrowerEffect_Potion(null, 0, new PotionEffect(MobEffects.GLOWING, 200, 0), new PotionEffect(MobEffects.LEVITATION, 40, 0)));
ChemthrowerHandler.registerEffect("cloud_seed_concentrated", new ChemthrowerEffect_Potion(null, 0, MobEffects.BLINDNESS, 40, 0));
ChemthrowerHandler.registerEffect("vapor_of_levity", new ChemthrowerEffect_Potion(null, 0, MobEffects.LEVITATION, 80, 2));
) to automatically detect any recipes for such items.

commented

When changing the recipe of an EnderIO material

in which way?

to my knowledge you can modify all arcfurnace recipes using crafttweaker

commented

Basing it on their recipes loaded from their xml would require actively tying into EIO and making use of API (if they provide recipes in there) or reflecting into it.
I don't feel like doing either.

IE's current implementation of their recipes is fully oredictionary based (and would for instance work if another mod added DarkSteel) and I like to keep it that way.

As mindforger said, changing IE's recipes with CraftTweaker is probably your best option.