MineTweaker/ModTweaker - A help and suggestions thread.

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Golrith

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Nov 11, 2012
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I just discovered /mt reload yesterday, along with every other useful command
I am so dumb. How did I not know about this? So. Many. Re-launches. I always wondered how so many people used it. *Ultimate Facepalm*
Ouch, that's painful.

/mt reload is very useful and works in most cases.
 

Golrith

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Just discovered that if you remove an Induction Smelter recipe (I finally managed to get it to work!), if you then attempt another /mt reload, it will cause the game to crash to desktop with the Induction Smelter removal recipe being run again.

Comment out any removals until you are happy with everything, then uncomment them again when finished.
 

Golrith

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Nov 11, 2012
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Me again :p

Is there some mod that is forcing minetweaker custom recipes (or possibly all recipes) to use OreDict , even though I don't specify oreDict?

I noticed it yesterday with Sulfur, I specified just Thermal Foundation Sulfur in a recipe, and then it was also showing Mekanism Sulfur ingame.
While it doesn't sound a big issue, it totally screws up my recipes using Dyes and Slimeballs, as it's picking up all slime types, and all dye types...

For example, in PneumaticCraft, I disable seeds, and make my own crafting recipe for plastics using dyes, slimeballs and MFR plastic. Below is the code for colour version 0
mods.pneumaticcraft.Pressure.addRecipe([<minecraft:dye:0>,<minecraft:slime_ball>,<MineFactoryReloaded:plastic.raw>], 1, [<PneumaticCraft:plastic:0>], false);

Now any dye and any plastic is acceptable, even though I am being specific on what to use. Plastic production is now totally borked.
 

CyricV

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Jul 29, 2019
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Is there a way to do a simple include in zs scripts? I'm building up a massive list of variables and I would like to move them to their own file.
 

goreae

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Nov 27, 2012
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Raxacoricofallapatorius
Is there a way to do a simple include in zs scripts? I'm building up a massive list of variables and I would like to move them to their own file.
No there is not quite annoyingly. Dictionaries have to be put at the top of each file that uses it or not at all. At this point they're too ugly to be worthwhile.
 
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CyricV

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Jul 29, 2019
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No there is not quite annoyingly. Dictionaries have to be put at the top of each file that uses it or not at all. At this point they're too ugly to be worthwhile.
Tell me about these dictionaries, having a thousand lines of variables at the top of each script is not so good.
 

goreae

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Raxacoricofallapatorius
Tell me about these dictionaries, having a thousand lines of variables at the top of each script is not so good.
Dictionary is just a term for a file with all of your variable definitions in it that you import to every file you need it. Look at agrarian skies for an example. In 1.7.10, however, it's impossible.
 
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Mrazomor

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Jul 29, 2019
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hellote - me again, this time i have a thaumcraft related question.
i watched the video guide and checked the wiki and my script for a crucible recipe seems to be in perfect shape yet it does not work:

mods.thaumcraft.Crucible.addRecipe("ASPECTS", <minecraft:diamond>, <minecraft:ender_pearl>, "iter 4, praecantatio 2, alienis 4");

this was supposed to be a test, from what i know, first "" refers to research needed for this recipe, second is either input or output stack (video and wiki conflict on this), and then essentia needed for the recipe.
on video, this is how the script looked like and it worked, but it dont work for me...

EDIT

apparently the recipes for thaumcraft work in modtweaker 0.8 but not in 0.8.1 or 0.8.2
strange...
 
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epidemia78

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Jul 29, 2019
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Ive never been able to get the Ex Nihlo stuff to work the way I want. Specifically I want to make it so you have to break metal blocks with a hammer to get ingots back. But I can never make it drop more than one item. Its the final piece of the puzzle I need for the early game progression I have in mind where metal blocks can only be made at the Ticon casting basin, metal plates can only be made by pounding said metal block on the Mariculture anvil.
 

goreae

Ultimate Murderous Fiend
Nov 27, 2012
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Raxacoricofallapatorius
Ive never been able to get the Ex Nihlo stuff to work the way I want. Specifically I want to make it so you have to break metal blocks with a hammer to get ingots back. But I can never make it drop more than one item. Its the final piece of the puzzle I need for the early game progression I have in mind where metal blocks can only be made at the Ticon casting basin, metal plates can only be made by pounding said metal block on the Mariculture anvil.
what's your scipt look like? Like a linbe that looks like it should work but doesn't.
 

jordsta95

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Jul 29, 2019
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Ive never been able to get the Ex Nihlo stuff to work the way I want. Specifically I want to make it so you have to break metal blocks with a hammer to get ingots back. But I can never make it drop more than one item. Its the final piece of the puzzle I need for the early game progression I have in mind where metal blocks can only be made at the Ticon casting basin, metal plates can only be made by pounding said metal block on the Mariculture anvil.
does your script look like:
mods.exnihilo.Hammer.addRecipe(<minecraft:iron_block>, <minecraft:iron_ingot>, 1, 1);
or
mods.exnihilo.Hammer.addRecipe(<minecraft:iron_block>, <minecraft:iron_ingot> * 9, 1, 1);

The reason you would want it like this is because the stuff goes:
(block you are hammering, what you get back, how unlikely you are to get extra (0 means you always get extra, 1 means you never get extra), how much the fortune enchant affects your outcome (1 = no change))

As for the reason you need the *9 after your ingot, is because, well, 9 ingots to a block (unless you want to change that)
 

jordsta95

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Jul 29, 2019
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Is there any easy way to stop N.E.I. from showing the hundreds of Ti.Co. smeltery recipes?
The recipes? What do you mean? Do you not want to see the axe head -> metal sort of thing? Because I don't think that can be disabled, as it is a recipe... it would be like if there was a block that had 10 different recipes, it would have to show them all
 

Zebeleizis

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Jul 29, 2019
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In the mod pack I am working on Ti.Co. has been "streamlined" so the smeltery is impossible to build and not needed.
So I would like N.E.I. not to show the recipes that use the smeltery , i.e. melting an ingot or an ore, so as not to confuse players.
In other words I would like to do that without manually removing 400+ recipes.

Edit: Industrialcraft I know hides N.E.I. recipes using uu-matter so there is a way. I am just uncertain how.
 

epidemia78

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Jul 29, 2019
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does your script look like:
mods.exnihilo.Hammer.addRecipe(<minecraft:iron_block>, <minecraft:iron_ingot>, 1, 1);
or
mods.exnihilo.Hammer.addRecipe(<minecraft:iron_block>, <minecraft:iron_ingot> * 9, 1, 1);

The reason you would want it like this is because the stuff goes:
(block you are hammering, what you get back, how unlikely you are to get extra (0 means you always get extra, 1 means you never get extra), how much the fortune enchant affects your outcome (1 = no change))

As for the reason you need the *9 after your ingot, is because, well, 9 ingots to a block (unless you want to change that)


Its been a while but next time I try, I will do exactly that although I thought I already did.
 

Zebeleizis

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Jul 29, 2019
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I cannot seem to get vanilla furnaces to accept items from Quadrum.

Code :
furnace.addRecipe(<Quadrum:dough>, <minecraft:bread>);
 

Zebeleizis

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Jul 29, 2019
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All of the code would be way too long, however I have only removed the ore processing from the vanilla furnace and maybe added a recipe nothing much anyways.
Full code for the new food.zs (the .zs that handles food, tried using the slag furnace which does work but seems unsavory):

recipes.remove(<minecraft:pumpkin_pie>);
recipes.remove(<minecraft:bread>);

mods.factorization.Lacerator.addRecipe(<minecraft:wheat>, <Quadrum:flour>, 1);

recipes.addShapeless(<minecraft:pumpkin_pie>,
[<minecraft:sugar>, <minecraft:egg>, <minecraft:nether_wart>]);

recipes.addShapeless(<Quadrum:dough>,
[<minecraft:potion>, <Quadrum:flour>]);

mods.factorization.SlagFurnace.addRecipe(<Quadrum:dough>, <minecraft:bread>, 1, <factorization:sludge>, 1); <--- this would be where "furnace.addRecipe(<Quadrum:dough>, <minecraft:bread>);" should be

edit : haha all the :p were of course : P
 

jordsta95

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Jul 29, 2019
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All of the code would be way too long, however I have only removed the ore processing from the vanilla furnace and maybe added a recipe nothing much anyways.
Full code for the new food.zs (the .zs that handles food, tried using the slag furnace which does work but seems unsavory):

recipes.remove(<minecraft:pumpkin_pie>);
recipes.remove(<minecraft:bread>);

mods.factorization.Lacerator.addRecipe(<minecraft:wheat>, <Quadrum:flour>, 1);

recipes.addShapeless(<minecraft:pumpkin_pie>,
[<minecraft:sugar>, <minecraft:egg>, <minecraft:nether_wart>]);

recipes.addShapeless(<Quadrum:dough>,
[<minecraft:potion>, <Quadrum:flour>]);

mods.factorization.SlagFurnace.addRecipe(<Quadrum:dough>, <minecraft:bread>, 1, <factorization:sludge>, 1); <--- this would be where "furnace.addRecipe(<Quadrum:dough>, <minecraft:bread>);" should be

edit : haha all the :p were of course : P
As advised by the ever wonderful @goreae you have the input and output wrong...
put the output first, and input second so:
furnace.addRecipe(<minecraft:bread>,<Quadrum:dough>);