Altering NEI.

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purplefantum

New Member
Jul 29, 2019
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Is there any way to automatically hide things in NEI that do not have a recipie? I've been using Mine Tweaker 3 to try and hide a load of Metallurgy items, as I disabled them, because i'm using ExtraTiC. But the thing bugs out all over the place.

recipes.addShapeless(<Metallurgy:base.dust:7> * 2, [<ore:dustIron>, <ore:dustCoal>, <ore:dustCoal>]);

I put this piece of code in, and most of the items in Metallurgy vanished. I don't know what I did wrong. >.<
 
Is there any way to automatically hide things in NEI that do not have a recipie? I've been using Mine Tweaker 3 to try and hide a load of Metallurgy items, as I disabled them, because i'm using ExtraTiC. But the thing bugs out all over the place.

recipes.addShapeless(<Metallurgy:base.dust:7> * 2, [<ore:dustIron>, <ore:dustCoal>, <ore:dustCoal>]);

I put this piece of code in, and most of the items in Metallurgy vanished. I don't know what I did wrong. >.<
1st off NEI minetweaker stuff should be in it's own script, because it doesn't work on servers, dunno if you did this or not.
2nd, it can't auto-hide stuff from NEI, unfortunately, so you have to hide it yourself.

But I don't know what you mean by:

I put this piece of code in, and most of the items in Metallurgy vanished. I don't know what I did wrong. >.<
 
I've been using code like this:

NEI.hide(<Metallurgy:adamantine.axe>);

To hide recipies that don't work anymore, becuase they've been disabled. It cuts down on the NEI clutter.

When I added that new code, the recipie worked, but all the metallurgy dusts vanished from NEI. So i'm wondering if there is a mod or piece of code that auto hides all items with no recipie.
 
Also, trying to remove other items doesn't work at all. The Minetweaker.log says they are removed, but they are still in NEI. Things like the Tinkers' Construct Pickaxes.
 
You cannot remove TiCon picks by doing stuff like
Code:
recipes.remove(<tinkers:pckaxe>);
Re-looking over TiCon things for Modtweaker, it is impossible to do that. The only way to do it would be to remove the recipe for the tool station, and add a recipe for every other tool in a normal crafting table
 
Ah.. or I could use iguana tweaks to make them craftable in a vanilla table. But that seems like alot of pointless work.

I didn't want to remove the Pickaxe recipies, it's just showing them all fully built takes up 3 or 4 pages, for no reason. I only need the parts listed.
 
Ah.. or I could use iguana tweaks to make them craftable in a vanilla table. But that seems like alot of pointless work.

I didn't want to remove the Pickaxe recipies, it's just showing them all fully built takes up 3 or 4 pages, for no reason. I only need the parts listed.
I believe you would be able to do:
Code:
NEI.hide<tinkers:pickaxe:*>;
*that isn't the right ID for pickaxes, or their parts.
But just check they all use metadata
e.g. pickaxe:1, pickaxe:2
if so, that will hide them

I dunno if it would be possible to do NEI.hide<tinkers:*>; but you never know (and that would hide everything)
 
TConstruct:Pickaxe Is the correct code according to the NEI dump. But I tried that with NEI.hide<TConstruct:Pickaxe:*>; The .Log said it removed them fine, no errors, but they were still in NEI.
 
/me sighs

I never use NEI features... maybe you have to actually do pickaxe:1, pickaxe:2, etc. with NEI
VERY PITA, much hate Minetweaker mod features :P
 
Yeh... I'm gonna just give up on Tidying up NEI at this rate, people will have to put up with 140 pages, and disabled recipies. Now I just have to learn to HQM.
 
My experience of Mods in any version of Minecraft is, There WILL be bugs :D Don't think I've ever played a perflectly stable mod, let alone modpack. I'll just have to work around.
 
Not sure if you're using inpurecore or not but that hides NEI duplicate stuff like
  • ForgeMicroblocks
  • BuildCraft facaces
  • Applied Energistics 2 facaces
  • ExtraUtilities microblocks
  • ExtraUtilities drums
  • Biblocraft furniture.
  • Vanilla blocks like mob spawners, portal blocks, fire, etc.
 
I'll try it out, potions aren;t going to be a problem since I have project zulu and botania in the mod pack.