How To Edit Crafting Recipes In Minecraft
1.six.4
- Search
- Tools
How do I modify recipes for a mod that i did non create?
How To Edit Crafting Recipes In Minecraft,
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: edelenricated.blogspot.com
#1 Nov 30, 2014
I accept 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 modify some of the crafting recipes in these mods to include items from other mods in the recipes besides. I cant seem to find tutorials for this anywhere. What would i need to do to change 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 another type of mod if at all possible, unless you think that it would be easier. the modpack is on minecraft version i.6.4 if that makes any difference. So if the previous explanation did non analyze, i want to take recipes from ane modern, and not merely be able to modify them, but to also include items from separate mods in the recipe.
Rollback Mail service to Revision RollBack
#2 Nov 30, 2014
You've already answered your ain question, you lot tin apply a mod like MineTweaker to change the recipe's. You've posted in the development forum, practice you retrieve recompiling the mods with changed recipe code would be easier? Y'all would demand the source lawmaking for every unmarried 1 of those mods or y'all'd have to decompile them all, which is not easier lol.
Everybody uses MineTweaker (e.chiliad. FTB packs), so just use it.
Rollback Post to Revision RollBack
Minecraft mods, Windows tools, and other stuff
#three Dec 1, 2014
You could merely iterate through the recipe list and if the output stack and input fits, remove it from the list.
CraftingManager.getInstance()
Rollback Post to Revision RollBack
#four Dec 1, 2014
He doesn't want to just remove recipe'due south, but change and add new ones - ones with inter-dependencies, equally he said (items from one mod beingness office of the recipe for an detail from a different modern).
Writing a modernistic for this is far more than complicated than using MineTweaker and setting up configuration for it.
Rollback Postal service to Revision RollBack
Minecraft mods, Windows tools, and other stuff
#v Dec i, 2014
Ah, ok. Completely missed that. :I
Rollback Post to Revision RollBack
#6 Dec 1, 2014
exist conscientious... some mods specifically forestall the apply of MineTweaker in their license...
Rollback Post to Revision RollBack
#7 Dec ane, 2014
Seriously? Some mod developers preclude people from using their work aslope another mod? Non so much why so much as... where the heck do they become the nerve?
"Terms of Service" on a non-official modification based on reverse engineering software.... xD
@ Neuroticcheeze, if y'all have any of these mods I wouldn't worry, what could they do - sue you?
Rollback Mail to Revision RollBack
Minecraft mods, Windows tools, and other stuff
#8 Dec 1, 2014
some mod authors forbid the utilize of MineTweaker simply because of how drastically information technology tin can modify the remainder and feel of the modern... i would practise the same if i felt the use of it would ruin the balance i worked and then difficult to reach...
non "terms of service" License, equally in CCA/MIT... whether information technology exist for minecraft, forge, or a standalone software, all code written is protected at the very least past an Intellectual Holding Rights license, but in the example of code its more often a Creative Commons license or an MIT license... while the software may be for apply with minecraft the code itself is still owned by its creator, and they legally take full rights to it in every way, with one exception in this case which is that by creating a mod for minecraft they specifically give Mojang express rights to the IP....
yes, they can... violation of Intellectual Property rights alone tin can internet up to a $100,000 fine for castigating damages....
Rollback Mail to Revision RollBack
#9 Dec one, 2014
I don't become it. Modern authors telling their mod players not to mod their mod, because information technology ruins the balance...? That'southward be like Mojang telling their players they're not allowed to mod Minecraft, because it will ruin the balance of the game. Which is clearly does, btw. Just the thing is that nobody is forcing anybody to modernistic their game.
Why aren't users free to alter their own personal modded experience how they like? Equally long as they don't look support/help with it - but that's implied anyway, unofficial modification = no support - everyone knows that.
And errr, irresolute recipe'south with MineTweaker does non violate any modernistic IP. The mod itself have already violated Minecraft's IP, so whatsoever compounded claims of breach are void - whatever court will tell y'all that. As per Mojang'southward EULA, there's no such thing as an IP in a Minecraft mod - you only own the *code* that you made (I estimate that'southward IP too, yeah) merely the bodily content is just as much Mojang's as yours, and it's only yours past name (not liberty) - "If you brand any content bachelor on or through our Game, you must give us permission to use, copy, modify and adapt that content. This permission must be irrevocable, and yous must also let u.s. permit other people to employ, re-create, modify and adapt your content".
Yes information technology tin drastically modify the balance and experience of the mod, merely it's not like they can accidentally practise it and blame you for making a crap modern. Forbidding your users from customizing their experience is just a really lousy thing to practice. And honestly, anybody who tries to "protect" their mod IP with legality are merely deluding themselves. The best way to protect your "code IP" is by open sourcing it - nobody can steal it and claim it 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 only remaining reason to protect your mod with legal nonsense is for making money, which the EULA conspicuously states is not allowed.
EDIT: Likewise, nobody licenses their code with Creative Commons - anybody who does has no thought what they're doing.
Rollback Post to Revision RollBack
Minecraft mods, Windows tools, and other stuff
#10 Dec 1, 2014
Biome's O' Plenty to name one of a few hundred very populare mods use CCA http://www.minecraftforum.cyberspace/forums/mapping-and-modding/minecraft-mods/1286162-biomes-o-plenty-over-75-new-biomes-plants-and-more
Mojang specifically states that you tin can create content freely so long as it dont have porn/lewd images/homophobic dialogue etc etc... so creating a mod is not a violation of Minecrafts Terms Of Utilise...
and they are immune to brand their own custom experience and change things as they meet fit, so long as they do it privately... the moment they share the modified content is the moment they violate the mods license(well, some mods) even the standard Minecraft Mod License(a very ordinarily used license originally wrote for Buildcraft - http://www.mod-buildcraft.com/MMPL-i.0.txt) states yous are not allowed to distribute any modified works without specific written permission from the mod author
personally i feel the manner you exercise... but at the same time later on getting permissions for my latest modpack with 170+ mods in it i tin assure you that licensing is a large bargain...
Rollback Mail service to Revision RollBack
#11 Dec 1, 2014
Well then, anybody is free to decompile BoP and use it'southward code without complying with the license (i.e. giving attribution), because CC does not comprehend anything to do with reverse engineering or sources.
I never said creating a mod was a violation of Minecraft ToS, it says correct in that location on EULA that Mojang let this.
Information technology's true that people who accept their ain license can say that others cannot employ the code without permission, or fifty-fifty at all - my main point was that nobody in their right mind would invest funds to legally enforce their mods nether license if someone were to breach it. We're not allowed to make money off mods, so why bother?
I don't have anything *personally* against those with who put restrictive licenses on their mods - whether it be the soft brake of Buildcrafts' "With permission just", or the very restrictive "No this is my mod, I am the kewlest, go abroad lamerz" closed-source licenses - I only don't come across the point, all they are protecting is their ego / brag rights. Call me materialistic, but if it tin't exist sold so at that place's no point keeping whatsoever secrets every bit far as I'm concerned
Rollback Mail to Revision RollBack
Minecraft mods, Windows tools, and other stuff
#12 Dec 1, 2014
thats non a bad approach... it raises a bespeak though... why exactly can it not be sold? i didnt run across anywhere in Mojang's TOS that forbids it, unless you lot include part of minecraft, which lawmaking does not... say i were to have my src folder, which only includes windows folders text documents and pictures, all of which were created entirely by me, why could i not sell that exactly? (not that i want to, im just a curious bugger that likes to know everything :P)
Rollback Post to Revision RollBack
#13 December one, 2014
"Any tools you write for the Game from scratch belong to yous. . Modifications to the Game ("Mods") (including pre-run Mods and in-retentiveness Mods) and plugins for the Game also belong to yous and you can do any you want with them, every bit long equally you don't sell them for coin / endeavour to make coin from them. Nosotros take the last say on what constitutes a tool/modernistic/plugin and what doesn't."
There'south a huge grey expanse hither, lots of people become Patreon "donations" for making mods. If that's non "trying to make coin from modding", then I don't know what is.
Rollback Post to Revision RollBack
Minecraft mods, Windows tools, and other stuff
#14 Dec 1, 2014
a source binder on its own is not a minecraft tool though... its uncompiled source code irrelevant to minecraft... hmmm
Rollback Post to Revision RollBack
#15 Dec 1, 2014
yeah, i have 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 it, and if it was, im non certain how to decompile information technology. Anyways cheers, i had non heard about mine tweaker
Rollback Post to Revision RollBack
#16 Dec 1, 2014
Back to the original question, I retrieve the recipes list is a publicly accessible (through getRecipeList() method) object. Then you can catch it with something like:
Then you can manipulate it like whatsoever ArrayList. And you lot can certainly include items from other mods in your recipes fairly simply if you know what they're called in various registries.
You lot'd want to do the editing of the recipes in the post-init part of your FML lifecycle events, since y'all demand to make sure all the MODS are loaded.
Rollback Post to Revision RollBack
#17 Dec ane, 2014
I think your friend is trying to sound l33t and pull your leg EFNova Nobody would bother decompiling the mods, it'due south likewise unreliable - 95% of the time the modernistic would demand some lines of code manually corrected. Why bother with this when yous can simply use MineTweaker similar everybody else
Annihilation based on Forge is a Minecraft modern, nobody could rightly fence against that.
Rollback Post to Revision RollBack
Minecraft mods, Windows tools, and other stuff
#xviii Mar 31, 2020
You lot can exercise this just dont put the modpack out keep it to your self
Rollback Mail to Revision RollBack