![]() json-based custom recipes, so MCreator mods using GUI and procedures for custom crafting will not work! ![]() If you want to use custom recipes from other mods, head to the next part of this tutorial.Īttention: this part will work only with mods using. This method will most probably result in log errors if mod is not loaded - don't worry though, this is totally fine and noone except server owners will even notice that. For example, with "cobr:blue_crystal", if mod we want to use has "cobr" id, and it has item called "blue_crystal" we wanted to use. So, if you have "minecraft:redstone_block" placeholder, as in my example, you will replace it with "id_of_the_mod:name_of_the_item_or_block". ![]() Now the only thing you need is to replace your placeholder blocks with custom ones! Once it appears in workspace, click on "edit code" part. Then, when you set all elements where you want, save the recipe. So for example, if you want to make staff using only specific crystal from someone else's mod, being on top of two sticks, you can make placeholder like that (I placed redstone block as placeholder, where crystal will go): The only difference will be - use placeholder items where you imagine custom item/block appear. It is pretty simple as well.įirstly, make recipe as you would do normally. json is, though, much more useful, because you don't clutter your workspace with Tags for only one item each. Or make it yourself (look at walkthrough above).Įditing. For Tag method, I don't need to explain much - it is supported natively by MCreator, you just need to know the Tag. If you want to make recipes using items/blocks from different mod, you can either make it use a Tag, or do it - personally - more comfy way, via editing. My solution is then aimed on people who really wants to make it nevertheless. Better solution is, of course, to make one Tag and ask people to include it in their mods (so nothing can break, since they provide all elements), but not all people are willing to do this, especially to small modders. I know it is tedious, but there's not much you can do with this, doing it on your side. So, if you want to include several mods for some feature, just make each Tag for each mod. ![]() json extension, that if even *ONLY ONE* element isn't found, whole. This is unfortunately really bad limitation of. Important! If you want to include more than one mod in your. It is really important also that you state correctly namespace (vanilla/forge/mod) before going into code, because these values aren't possible to be changed from. You can expand the elements to infinity, just remember the syntax of jsons: each elements end with comma, except for the last one. So, let's say, you have one Tag and you want to make it use some Biomes You'll Go items? Then just edit the code of this element, and replace items you put there as a placeholder with "mod_id:name_of_item". json format, which means they are really easy to edit! But what if you want to add items/blocks/entities from other mods? Tags are made with. You are probably aware of how to use Tags in general - you can enter any item from vanilla or your mod to respective Tag. Recipes using items/blocks from different modĤ. Creating crafting GUIs accessible by other modsĥ. Placing blocks/structures/entities from other modsĩ. Enchantments using Tags to determine if they can be appliedġ0. Enchantments ("smite-like", with custom "can be combined with" list) compatibile with modded onesġ1. JER (Just Enough Resources) integration I hope this list become someday sort of "community summary of guides" and will take the topic of compats/addons in complex way.Ģ. I'd then suggest writing down your own workarounds and solutions - if they are related to topic and works well, I will add them to my post with respective mention of the author. I want to make this topic a knowledge base for compatibilities, so anyone wanting such don't need to search, which can be tedious. They give you a lot of possibilities if used creatively though, since you can already use them to make quite advanced addons or integrations. My solutions are kinda cheap workarounds, probably also being too simple for some of you, but I think you can still find it useful, especially if you make library mod or try to find out "how the heck I can do compatibility with mod X without asking that guy to do 90% of work?".Īs I mentioned in title, these workarounds are also limited - you won't have possibility to do everything you would want in the world. I've spent my latest half of a year on searching for a ways to use various elements from other mods, and honestly, it wasn't easy to find out. TUTORIAL: Ultimate integration/add-on guide on how to use other mods' resources within your workspace
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