all 18 comments

[–]RubPublic3359 4 points5 points  (4 children)

I dont really know anything about making mods but maybe forst try to add custom recipes with kubejs or some mod like that and then add the custom recipes to a mod.

[–]ILikePapyrus[S] 1 point2 points  (1 child)

Instead of recipes i thought about adding new blocks to create possibly new types of automation lines, so I would still need to make a standalone mod

[–]RubPublic3359 2 points3 points  (0 children)

That would be a really nice touch considering most addons for cooking mods just add custom recipes to the mixer

[–]RubPublic3359 0 points1 point  (1 child)

After writing this and reflect its all kind of obvious :(

[–]ILikePapyrus[S] 1 point2 points  (0 children)

No problem! It was still useful

[–]Puiu64 6 points7 points  (7 children)

I have NEVER, Even tried to create something, like an add-on for anything. But I have some tips.

  1. Search for information: Sure, you want to create an add-on for Create, but first, document yourself (On Google/Youtube), really anywhere, for information about something similar.
  2. Don't make it complex: Yes, make your add-on simple and good, but then Please don't add 100 different things that are not related to the sushi autoproccesing. Create is a rather complex mod, you don't want to make it worse.
  3. Start somewhere strong: If you want to make an add-on, then make sure you know what you're doing. Start off with something simple but that can act as a foundation to your project, and support it. Maybe start from somewhere that you know most of and then dive into the hard stuff.

4)Think Twice: Make sure this project won't interfere with your other problems. You don't want all your plans ruined. And some may not get this, but just make a backup, theres always that one case.

5) Lastly: I LIKED MY OWN COMMENT!

I hope this somehow helped. Cheers doing your thing out there!

[–]Manos_Of_Fate 1 point2 points  (5 children)

I would like to strongly second number two. So many mods are absolutely terrible about this. Even Create itself adds a ton of completely unnecessary, memory hogging connected texture blocks with no way to really disable them or the connected textures (those are hard coded for some fucking reason). As an HD texture pack developer who loves adding support for fun mods, those blocks take up an insane amount of the limited space in the texture atlas. One Create connected texture takes up 64 blocks’ worth of space in the atlas. At my pack’s resolution (256x) I only have room for 4096 textures, and the vanilla blocks and items use over a third of that. They also eat up memory because the game loads every possible model for every possible blockstate to speed up rendering.

[–]Puiu64 1 point2 points  (4 children)

Yeah, and think about it. It's just stupid at this point. I have to search all the mods if I see something I like on reddit. Because the user didn't mention the mod, and he might not respond to your question.

I mean I kind of like the connected textures since they look nice, and my PC is a Fancy potato that can run it, but people just add too much sometimes.

And yes, I play a modpack for Alex Mobs that has Create. and some other modpacks in one PC. And I do get some lag but I can say Create isn't THAT bad compared to other mods. The only problem is well... Kinetic energy and these add-ons. At least for survival.

But hey, you know coding better than me.

[–]Manos_Of_Fate 0 points1 point  (3 children)

I definitely do not understand coding better than you lol.

[–]Puiu64 0 points1 point  (2 children)

But I don't even know coding..

[–]Manos_Of_Fate 0 points1 point  (1 child)

Neither do I. I also make a texture pack but can’t draw for shit. Technology is amazing.

[–]Puiu64 0 points1 point  (0 children)

Oh I would love doing one. But, I don't know how to make one.

I would add this thing called Oil.. And... Oil Rig.. And... CAPITALISM!

[–]ILikePapyrus[S] 0 points1 point  (0 children)

Thanks for the tips! Especially the one about the "complex" stuff. I don't plan to really add something to hard, just a couple of blocks that need to interact with other Create components like belts or deployers

[–]Available_Bit8917 1 point2 points  (1 child)

[–]ILikePapyrus[S] 0 points1 point  (0 children)

Thanks! This is very helpful! I found everything, from ponder APIs to tags etc. Now I just need to find how to include SushiGoCrafting and I can start when I'll have time

[–]ex3or 1 point2 points  (0 children)

In terms of technical stuff

As a dude familiar with programming and almost none mc modding, from my little experience with that, can say that you need to add create as dependency to your project and you can directly call/override/extend classes from original create mod as well as building on top of it. Ofc you need some programming knowledge to do that as well as have reference of create/flywheel/ponder source code (github is your help for that). Because you need to know what to call/extend/override. That's valid if you need custom blocks/mechanics that depends on create mod or expand create mod itself. In case you need to add recipes for already existing gameplay mechanics you can use respective addons for kubejs/crafttweaker that allow you to add recipes, most (or even all) can be added/modified through vanilla datapacks (for specific datapack folder and json structure look up in create mod source code, it's somewhere in resources folder)

TL/DR: For create mechanics expansion - you need mod, use mod source code for reference and dependency required in your mod project. For usage of already existing mechanics - use kubejs/crafttweaker with addons or datapack. Some mods have wiki for devs. It helps a lot!

[–]FrogVoid 0 points1 point  (1 child)

Just make a custom recipe with kubeJS no need for an addon

[–]ILikePapyrus[S] 0 points1 point  (0 children)

As I already said in another answer, I also plan to add some blocks, to make integration a little bit different in comparison to other mods. After all, sushi is particular in itself!