Need help! Minetweaker wanted!

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pc_assassin

New Member
Jul 29, 2019
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So I have been approached recently to add MPS to my 1.6 server pack. However this suggestion sparked a small disagreement that MPS is way too OP compared to the other armour options. My initial suggestion was change power in them so they actually required charging. That was shot down. So I decided I would change the recipes. Now here is where I ran into a problem.... How do I use minetweaker!

So instead of trying to figure it out I decided to turn here and ask for help. Basically what I'm trying to do is make the armour way more expensive. I would have liked to use a item adding mod so I could stuff like bedrockium for the basic armour ingots. But again another mod I can't figure out.

Long story short if anyone can help your help would be much appreciated.
 
Heres a little example from one of my scripts:

Code:
val ingotiron = <minecraft:iron_ingot>;
val furnace = <minecraft:furnace>;
val coil2 = <ThermalExpansion:material:2>;
val gearcopper = <ThermalFoundation:material:128>;

recipes.remove(<EnderIO:blockStirlingGenerator>);
recipes.addShaped(<EnderIO:blockStirlingGenerator>,
[[ingotiron, ingotiron, ingotiron],
  [ingotiron, furnace, ingotiron],
  [gearcopper, coil2, gearcopper]]);

All you need to know is the specific names of the items you wish to use in your recipe which can be found in NEI or in block/item dumps. Like <EnderIO:blockStirlingGenerator>. It can be shortened to whatever you want to call it if you first name it a variable like I did on the top lines so it would be something like

val generator = <EnderIO:blockStirlingGenerator>;
recipes.remove(generator);
 
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Heres a little example from one of my scripts:

Code:
val ingotiron = <minecraft:iron_ingot>;
val furnace = <minecraft:furnace>;
val coil2 = <ThermalExpansion:material:2>;
val gearcopper = <ThermalFoundation:material:128>;

recipes.remove(<EnderIO:blockStirlingGenerator>);
recipes.addShaped(<EnderIO:blockStirlingGenerator>,
[[ingotiron, ingotiron, ingotiron],
  [ingotiron, furnace, ingotiron],
  [gearcopper, coil2, gearcopper]]);

All you need to know is the specific names of the items you wish to use in your recipe which can be found in NEI or in block/item dumps. Like <EnderIO:blockStirlingGenerator>. It can be shortened to whatever you want to call it if you first name it a variable like I did on the top lines so it would be something like

val generator = <EnderIO:blockStirlingGenerator>;
recipes.remove(generator);
Problem is I need to start at the beginning. Those lines made about as much sense as calculus to me.... I don't understand the code that I have to write to get it to work.
 
Staring at it makes me think though... I think I have the basic concept, but I don't get the punctuation, or why its not var instead of val
 
Well its really just a matter of copy pasting different item names in place of the ones I already have there. Thats how I did all of mine, didnt retype it every time.
recipes.remove(<EnderIO:blockStirlingGenerator>); should be pretty self explanatory, it removes the recipe for that block. Look up the name and paste it between the <> and it will be disabled.
 
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recipes.addShaped(<EnderIO:blockStirlingGenerator>,
[[ingotiron, ingotiron, ingotiron],
[ingotiron, furnace, ingotiron],
[gearcopper, coil2, gearcopper]]);

Thats three iron ingots on the top of the crafting grid and theres a furnace in the middle.
 
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So if I did something like

recipes.addShaped(<ModularPowerSuits:chestplate>,
[[Netherstar, obsidian, etherealglass],
[Diamond, advancedcircut, paper],
[gearcopper, diamondchestplate, gearcopper]]);

It should work? Of course I would have to add variables and get the correct item names. (Not a recipe I would actually use..)
 
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Alright.. Now I just need to know where to put the scripts, work out which item mod to use, get my artist to make textures, figure out item mod, go through all of ic2 and fix the recipes, fix MPS recipes, and post update.

Wow I have a big plate....
 
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pc if you still have issues with scripts give me a shout because I had a few issues with MT in 1.6 ;)

But things to note.
With minetweaker always make a scripts folder (it is a much easier way than what some people use - doing stuff in the configs)
The write out your script (use the wiki, or guides such as the one in my signature to help you out - it's 1.7, but still works in 1.6)
Test the script! If for whatever reason it doesn't work, then what I do is I change stuff to IDs, becaus in 1.6, it doesn't matter

So or example a diamond block could be:
Code:
recipes.addShaped(<minecraft:diamond_block>, [[<minecraft:diamond>,<minecraft:diamond>,<minecraft:diamond>],[<minecraft:diamond>,<minecraft:diamond>,<minecraft:diamond>],[<minecraft:diamond>,<minecraft:diamond>,<minecraft:diamond>]]);
or
Code:
recipes.addShaped(<57>, [[<264>,<264>,<264>],[<264>,<264>,<264>],[<264>,<264>,<264>]]);

I found the second way to be much easier in 1.6 as the ID's (<minecraft:diamond>) didn't always work :P
 
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