Enigmatica 2: Expert - E2E

Enigmatica 2: Expert - E2E

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Iron Shulkers don't have changed recipes like Iron Shulker Upgrades

aaronhowser1 opened this issue ยท 4 comments

commented

Modpack version
1.76a

Issue
Shulker Upgrades have appropriately expensive recipes
image
but the Shulkers themselves don't
image

This may be intended, to avoid wiping contents on upgrading, but I'm fairly sure there's a way with CT to keep the nbt

commented

Yep, it's to avoid wiping the contents, but I'll see if I can't figure out how to keep the NBT.
Thanks for the report as always :)

commented

This is how Continuum made it so you kept the stored RF when upgrading power cells:

#low 250,000 RF storage @ 100 RF transfer per block
recipes.remove(<rftoolspower:cell1>);
recipes.addShaped(<rftoolspower:cell1>, [[<ore:ingotSilver>, <ore:ingotSilver>, <ore:ingotSilver>], [<ore:plateLead>, <forestry:chipsets:2>, <ore:plateLead>], [<ore:plankTreatedWood>, <immersiveengineering:metal_decoration0>, <ore:plankTreatedWood>]]);

#medium 10,000,000 RF storage @ 250 RF transfer per block
recipes.remove(<rftoolspower:cell2>);
recipes.addShaped("mediumPowerCellRecipe", <rftoolspower:cell2>, [[<rftoolspower:cell1>.marked("1"), <ore:lapotronCrystal>, <rftoolspower:cell1>.marked("2")], [<ore:lapotronCrystal>, <ore:circuitStorage>, <ore:lapotronCrystal>], [<rftoolspower:cell1>.marked("3"), <ore:lapotronCrystal>, <rftoolspower:cell1>.marked("4")]], function(output, inputs, crafting) {
  var power = 0;
  for i, item in inputs {
    if item.hasTag {
      var tags = item.tag;
      power += tags.energy;
    }
  }
  if power != 0 { return output.withTag({"energy": power}); }
  return output;
}, null);
 
#high 100,000,000 RF storage @ 1000 RF transfer per block
recipes.remove(<rftoolspower:cell3>);
recipes.addShaped("highPowerCellRecipe", <rftoolspower:cell3>, [[<rftoolspower:cell2>.marked("1"), <ore:plateEnderium>, <rftoolspower:cell2>.marked("2")], [<ore:ingotBlutonium>, <ore:plateiridiumAlloy>, <ore:ingotBlutonium>], [<rftoolspower:cell2>.marked("3"), <ore:plateEnderium>, <rftoolspower:cell2>.marked("4")]], function(output, inputs, crafting) {
  var power = 0;
  for i, item in inputs {
    if item.hasTag {
      var tags = item.tag;
      power += tags.energy;
    }
  }
  if power != 0 { return output.withTag({"energy": power}); }
  return output;
}, null);
commented

Nice reference, thanks!

commented

After spending a while trying to get it work, I decided it's not worth the time investment. I appreciate the help and QA work regardless :)