How To Change Crafting Recipes In Minecraft
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How practice I change recipes for a modern that i did not create?
Source: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/2291694-how-do-i-change-recipes-for-a-mod-that-i-did-not
Posted by: holtvared1955.blogspot.com
#ane Nov thirty, 2014
I take built a modpack for my friends and I, and it contains around 150 mods, including ones such as greg tech, tinkers construct, and applied energistics. For the sake of balancing everything or making custom recipes that give the mods better interaction with each other, i would similar to alter some of the crafting recipes in these mods to include items from other mods in the recipes as well. I cant seem to find tutorials for this anywhere. What would i need to do to alter the recipes and make sure that i can include items in them from other mods? I would prefer not to have to install something like custom stuff 2 or some other blazon of modernistic if at all possible, unless you recollect that it would be easier. the modpack is on minecraft version 1.half-dozen.4 if that makes any difference. And then if the previous caption did not analyze, i want to accept recipes from one mod, and not merely be able to change them, merely to as well include items from split up mods in the recipe.
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#two Nov thirty, 2014
You've already answered your own question, you can utilise a modernistic like MineTweaker to change the recipe's. You've posted in the development forum, do you lot think recompiling the mods with inverse recipe lawmaking would exist easier? Y'all would demand the source code for every single one of those mods or yous'd have to decompile them all, which is not easier lol.
Everybody uses MineTweaker (e.k. FTB packs), and then but use information technology.
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#three Dec 1, 2014
You could just iterate through the recipe list and if the output stack and input fits, remove information technology from the list.
CraftingManager.getInstance()
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#four December 1, 2014
He doesn't want to just remove recipe's, only modify and add new ones - ones with inter-dependencies, equally he said (items from one mod being role of the recipe for an item from a different mod).
Writing a mod for this is far more complicated than using MineTweaker and setting upward configuration for it.
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#5 Dec 1, 2014
Ah, ok. Completely missed that. :I
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#6 Dec 1, 2014
exist careful... some mods specifically forestall the utilize of MineTweaker in their license...
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#7 Dec ane, 2014
Seriously? Some modern developers forestall people from using their work aslope another mod? Non so much why and then much equally... where the heck do they get the nervus?
"Terms of Service" on a not-official modification based on reverse technology software.... xD
@ Neuroticcheeze, if you accept any of these mods I wouldn't worry, what could they do - sue yous?
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#eight Dec 1, 2014
some mod authors forbid the use of MineTweaker but because of how drastically it tin change the residue and feel of the modernistic... i would do the same if i felt the use of it would ruin the remainder i worked so difficult to attain...
not "terms of service" License, every bit in CCA/MIT... whether it be for minecraft, forge, or a standalone software, all code written is protected at the very least by an Intellectual Property Rights license, but in the case of code its more often a Creative Commons license or an MIT license... while the software may exist for use with minecraft the code itself is still owned past its creator, and they legally have full rights to it in every way, with one exception in this example which is that by creating a mod for minecraft they specifically requite Mojang express rights to the IP....
yes, they can... violation of Intellectual Property rights lone tin net upwardly to a $100,000 fine for castigating damages....
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#9 Dec 1, 2014
I don't get information technology. Mod authors telling their mod players non to mod their mod, because it ruins the residue...? That's be similar Mojang telling their players they're non allowed to modern Minecraft, because it will ruin the remainder of the game. Which is clearly does, btw. Only the matter is that nobody is forcing everyone to mod their game.
Why aren't users free to change their own personal modded feel how they like? Equally long as they don't expect support/assistance with it - but that's unsaid anyhow, unofficial modification = no support - anybody knows that.
And errr, changing recipe's with MineTweaker does not violate any mod IP. The mod itself have already violated Minecraft's IP, so any compounded claims of breach are void - any court volition tell you lot that. As per Mojang's EULA, in that location's no such matter as an IP in a Minecraft mod - y'all only own the *code* that you fabricated (I guess that's IP too, yeah) just the actual content is just as much Mojang'south as yours, and it's only yours by name (non liberty) - "If you make any content available on or through our Game, yous must give us permission to use, copy, modify and adapt that content. This permission must be irrevocable, and y'all must also let u.s.a. permit other people to use, re-create, modify and adapt your content".
Yes it can drastically change the balance and feel of the mod, simply it's non like they tin can accidentally do it and blame yous for making a crap modernistic. Forbidding your users from customizing their experience is just a really lousy thing to exercise. And honestly, everyone who tries to "protect" their modern IP with legality are just deluding themselves. The best mode to protect your "lawmaking IP" is past open sourcing it - nobody can steal it and merits information technology as their own, because your public repositories conspicuously state the dates and the names of the authors. The content, or "ideas", themselves - you don't really own at all. And the just remaining reason to protect your mod with legal nonsense is for making coin, which the EULA clearly states is not allowed.
EDIT: Also, nobody licenses their code with Creative Commons - anybody who does has no thought what they're doing.
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#ten December 1, 2014
Biome'due south O' Plenty to name one of a few hundred very populare mods use CCA http://world wide web.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286162-biomes-o-plenty-over-75-new-biomes-plants-and-more than
Mojang specifically states that you tin create content freely so long as information technology dont have porn/lewd images/homophobic dialogue etc etc... so creating a mod is not a violation of Minecrafts Terms Of Use...
and they are immune to make their ain custom feel and change things equally they run into fit, and so long as they do information technology privately... the moment they share the modified content is the moment they violate the mods license(well, some mods) even the standard Minecraft Modernistic License(a very commonly used license originally wrote for Buildcraft - http://www.mod-buildcraft.com/MMPL-one.0.txt) states y'all are not immune to distribute any modified works without specific written permission from the mod author
personally i experience the manner you do... but at the same time after getting permissions for my latest modpack with 170+ mods in it i can assure you lot that licensing is a big bargain...
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#eleven Dec ane, 2014
Well so, anybody is free to decompile BoP and use it'southward code without complying with the license (i.e. giving attribution), because CC does not cover anything to do with contrary engineering or sources.
I never said creating a mod was a violation of Minecraft ToS, it says correct there on EULA that Mojang allow this.
It's true that people who take their own license can say that others cannot use the lawmaking without permission, or even at all - my master point was that nobody in their right mind would invest funds to legally enforce their mods under license if someone were to breach it. We're not allowed to make money off mods, so why carp?
I don't have anything *personally* against those with who put restrictive licenses on their mods - whether it be the soft restriction of Buildcrafts' "With permission only", or the very restrictive "No this is my mod, I am the kewlest, go abroad lamerz" closed-source licenses - I but don't meet the bespeak, all they are protecting is their ego / brag rights. Phone call me materialistic, but if it tin't be sold and then in that location'due south no point keeping any secrets as far as I'g concerned
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#12 Dec i, 2014
thats non a bad arroyo... it raises a point though... why exactly tin can it not be sold? i didnt see anywhere in Mojang'southward TOS that forbids information technology, unless yous include function of minecraft, which lawmaking does not... say i were to have my src binder, which merely includes windows folders text documents and pictures, all of which were created entirely past me, why could i not sell that exactly? (not that i want to, im just a curious bugger that likes to know everything :P)
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#thirteen December 1, 2014
"Whatever tools you write for the Game from scratch belong to you. . Modifications to the Game ("Mods") (including pre-run Mods and in-retentivity Mods) and plugins for the Game also vest to you lot and you can practice whatever y'all desire with them, as long as you don't sell them for money / try to make money from them. We take the final say on what constitutes a tool/mod/plugin and what doesn't."
In that location's a huge grayness expanse here, lots of people get Patreon "donations" for making mods. If that's not "trying to make money from modding", then I don't know what is.
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#14 Dec 1, 2014
a source folder on its own is not a minecraft tool though... its uncompiled source code irrelevant to minecraft... hmmm
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#15 December 1, 2014
yes, i accept a friend that build minecraft modpacks, and he said that he edits the source code himself, so i was wondering if that was truly the best way to do information technology, and if it was, im non sure how to decompile it. Anyways thanks, i had not heard about mine tweaker
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#xvi Dec 1, 2014
Back to the original question, I remember the recipes list is a publicly attainable (through getRecipeList() method) object. So yous can grab it with something like:
Then you lot can dispense it like any ArrayList. And you can certainly include items from other mods in your recipes fairly simply if yous know what they're called in diverse registries.
You'd want to exercise the editing of the recipes in the post-init part of your FML lifecycle events, since you need to make sure all the MODS are loaded.
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#17 Dec 1, 2014
I think your friend is trying to sound l33t and pull your leg EFNova Nobody would bother decompiling the mods, it's too unreliable - 95% of the time the modern would need some lines of lawmaking manually corrected. Why bother with this when yous tin can just apply MineTweaker like everybody else
Annihilation based on Forge is a Minecraft modern, nobody could rightly argue against that.
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#18 Mar 31, 2020
You can practice this just dont put the modpack out keep it to your self
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