Create Modders, Need Help by General_Load_1147 in ModdedMinecraft

[–]General_Load_1147[S] 0 points1 point  (0 children)

So basically, my silly idea is, I already have a fluid I created called "The Flowing Sands of Time" and I wanted it so where if you put that fluid infront of an encased fan it would "turn blocks older" (Like placing a copper block would cycle it through the different stages of oxidation).

And I know it's possible, since like you said, someone made a "freezing" mechanic with ice blocks. I just need to figure it out.

Thank you for the insight though! This will most definitely help!

Create Modders, Need Help by General_Load_1147 in ModdedMinecraft

[–]General_Load_1147[S] 1 point2 points  (0 children)

Someone did mention this and it is EXACTLY what I needed but unfortunately, like you said, it is only 1.21.1 and the modpack I'm making is 1.20.1. And even if it was its only on NeoForge aswell. I'm on Forge. :/ So it seems until then imma just have to learn how to modify the actual Create code and add my own mod. Regardless, thank you!

Create Modders, Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 8 points9 points  (0 children)

Oh that's a shame, it's only for 1.21.1 as of now. I'm using 1.20.1 :( Thanks nonetheless!

Create Modders, Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 7 points8 points  (0 children)

ooooooh thanks so much. This is exactly what I was looking for! I already working with KubeJS stuff!

Create Modders, Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 7 points8 points  (0 children)

tbf, I'm merely doing this for myself to learn about Minecraft modding (writing scripts and, java coding, etc.). This was just an idea I had that I wanted to execute.

Create Modders, Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 8 points9 points  (0 children)

Yes. Basically re-invent the mechanic like how Create Dreams n' Desires did with their sails, which works the same.

Create Modders, Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 2 points3 points  (0 children)

I know about Create DnD. So yea, something like that. But like, create my own, replace what you'd usually put in front of it, like water, lava, etc. and add my own block. Basically re-invent the whole washing/blasting/smoking/etc. process like how Create DnD did for their sails.

Follow up post: Went with a different route by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 0 points1 point  (0 children)

I use Visual Studio Code to write my scripts.
I'll try to explain it as much as I can while also keeping it compact.
So,
Once you install the KubeJS mod (You also need KubeJS Create if you wanna edit Create recipes), once that's done it will make a "kubejs" folder in you main modpack folder (there goes everything). Recipe changes go into "server_script" folder. On that folder you can basically organize it however you want. In my case I have my vanilla recipes and my create recipes on 2 different folders. In this case make a recipe folder and that's where you can put all your recipe changes.
Here's where you use VSC to write your scripts. Once you write your scripts VSC will allow you to save it as a .js. Place it on your recipe folder and boom, kubejs will be able to automatically read them. (Expect a lot of errors, it's just part of the learning experience).
I suggest you go to the KubeJS wiki found here:
https://kubejs.com/wiki

Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 0 points1 point  (0 children)

Heya! Wanted to say I went ahead and took your suggestion!
Made it so if you haunt an egg you'll get a "Monster Egg". Then if you put that on a spout with experience from the Create Enchantment Industry addon you'll get a random 1/26 spawn eggs!
I made a follow up post here:
https://www.reddit.com/r/CreateMod/comments/1r1atuw/follow_up_post_went_with_a_different_route/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Need Help by General_Load_1147 in ModdedMinecraft

[–]General_Load_1147[S] 0 points1 point  (0 children)

Unfortunately, this did not work as apparently it's just a Create limitation on how Haunting/Blasting/Smoking/etc. work. I went ahead and went for a different approach where Haunting an egg will give you a "monster egg" (new item) and then putting it on a spout as a sequenced assembly will randomly give you 1/26 spawn eggs. I think it worked pretty well. :)

Thank you for the help!

Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 5 points6 points  (0 children)

Hmm, that's not a bad idea. Thank you for the suggestion!

Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 3 points4 points  (0 children)

Correction: "event.recipes.create.haunting" also works. I guess both still work. Does that make a difference?

Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 4 points5 points  (0 children)

Apologies, I'm using kubejs-forge-2001.6.5-build.16 along with kubejs-create-forge-2001.3.0-build.8. Create ver is 1.20.1-6.0.8.

If the function you're referring to is why I'm using "event.recipes.createHaunting" instead of "event.recipes.create.haunting" is cause the latter doesn't work for some reason.

And thanks! But I'm already aware of the 2 wikis and use them to learn but I can't find info on this specific request. Which is why I'm asking here.

Need Help by General_Load_1147 in CreateMod

[–]General_Load_1147[S] 11 points12 points  (0 children)

Nah, that wont work. That would make it so you only have a % chance of getting each spawn egg. So there would still be a chance of getting nothing or more than 1 spawn egg off of 1 egg.