Observer minecraft recipe
- #Observer minecraft recipe generator#
- #Observer minecraft recipe mod#
- #Observer minecraft recipe mods#
Not saying it shouldn't be done, just saying to keep it in mind when adding arrays of items (like different coloured slime-balls) to ore-dict IDs. Meaning if a player can craft one item easily, and another listed in that ore-dict ID is more difficult to obtain (or more valuable in some way), then players might be able to craft the "easy" one into the difficult/valuable one.
#Observer minecraft recipe mods#
Some mods allow player selected switching/unification of items/recipe outputs based off ore-dict IDs. Ore-dicting ideally needs to happen before any other recipes are loaded since scripts are loaded alphabetically sticking an extra 'a' in the title does the trick. If there isn't an entry just add one and carry on. **Note- as long as there is another entry in that ore-dict ID everything will be ok.
#Observer minecraft recipe mod#
Your scripts won't break if you remove/change a mod.** ( if you reference a mod item directly, and later remove that mod then the script will break). Your scripts will have human-readable names like instead of. Like items can be used in the same recipe- so no more 50 shades of copper. Sometimes you'll want to input/output multiple of that item/block (like how crafting makes two planks) Sometimes NBT data can't be avoided, so copy and paste are good to keep around. NBT data is quite long, and generally makes scripts rather messy pile of 'dear God no' This appears after the item/blocks internal name. NBT data is extra data added to a block/item to define additional properties/features. Uses a wildcard to references all the metadata items under mod:name- such as hitting all the Vanilla wood slabs. ( referes to ĭirectly references an item/block with metadata- such as If the item/block has metadata, a value of 0 is used.
#Observer minecraft recipe generator#
If you've got a cave world or a lot of overhangs then a stalactite generator would work well too.ĭirectly references an item/block- such as. Originally used for Dreaded Ores in the Dreadlands (Abyssalcraft) Note 2: Even when the same generation values are used, the stalagmite structure will form wider than the stalactite one.Ĭreates a field of spikes which matches the surface morphology. Note: To make the stalagmites stack off each other the "material" and "gen-body" values must include the blocks generated by the stalactites. Originally used for titanium deposits in the Dreadlands (AbyssalCraft) Using both stalactite and stalagmite generators will result in one generating above the other. The opposite of the chandeliers, fractal stalagmites stack together to make a tiered structure. Note 2: To make the stalactites stack off each other the "material" and "gen-body" values must include the blocks generated by the stalactites. Note: The 'length' of this structure is controlled by the "cluster-count" and NOT the "vein-height" values.
Originally used for platinum deposits in The End. (Blood Sweat and Gears uses four).Įlegant open structures hanging down from the sky.
Towers of different height can be created through using multiple distributions with different 'vein-height' values. This distribution contains an array of different sized plate generators to make this structure appear more natural. Squat, angular towers which stick up a little above ground level. Cave crystals from Quark work particularly well here. Majestic crystal spires that tower above the surroundings. This really hit home the usefulness of having a working example.įinally I've been sniffing around the modding community for years and picked up a fair bit about game design and concepts- something that rings true in modding and modpacking, especially since packs have grown a long way from ' a pile of mods which loads the start screen without crashing' to bespoke designed experiences -essentially games- in their own rightĬreating fractal structures.The fractal setting can clump the individual generators together to form a much larger structure. The idea for a 'behind the scenes' look at the pack came about when I was experimenting with CoFH's worldgen- pushing the limits of what I could do with the 'fractal' setting, and I realised I wanted more packs to have features like this.Īlso at the time, a few of other packbuilding tools lacked consistent documentation- which somewhat hindered progress since the syntax and examples provided would error out and fail. The first point is self explanatory so I'll skip that for the more interesting one