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It looks like the worktables are scripted in a way such that any bucket-like items are converted into iron buckets when liquid is poured from them into a table. Specifically, the mod in question is Wooden Buckets. A wooden bucket with water is converted into an iron bucket when right-clicking on the worktable.
Figure A: 1000 mB in the carpenter's worktable with a wooden water bucket in the inventory.
Figure B: 2000 mB of water in the carpenter's worktable with an empty iron bucket in the inventory.
Allow recipes to output a fluid. Perhaps implemented through another tank on the tables for output, or require it to be of the same type as the fluid already in the table (or for the tank to be empty). Adding the same extra output system that items have could be useful as well.
Determine which, if any, of the optimizations applied to the 1.12 version can be applied to the 1.16 version.
Consider the following scenario: I have a shapeless worktable recipe that takes in gravel and uses a sifter in the tool slot to output flint. I want there to be a chance that an iron nugget will be the byproduct of this recipe and .extra(<item:minecraft:iron_nugget>, 0.75)
does that just fine. However, I also want there to be a chance that you'll get a gold nugget instead.
Simply tacking on .extra(<item:minecraft:gold_nugget>, 0.25)
doesn't accomplish this because the two extra outputs are mutually exclusive and there's the possibility of them both being triggered on the same recipe transaction. This also isn't a sufficient solution for a scenario wherein I want at least one of the two outputs to always transpire, since there's the chance that neither will be triggered.
It would be marvelous if the .extra
method accommodated a list of possible outputs that are weighted and rolled on like Minecraft's conventional loot tables.
The toolbox interface doesn't gray out the background like the other Artisan Worktables GUIs.
This isn't the biggest deal in the world, but it's definitely a little bit jarring and makes it difficult to see JEI. Most importantly, though, it's just inconsistent with the other Artisan Worktables GUIs and I'm certain you'd want to be aware of inconsistencies like this!
Figure A: The toolbox GUI with an unobscured background.
Figure B: A worktable GUI with an obscured background for comparison.
Item tooltips don't show up while the toolbox is open.
While the toolbox GUI is open, tooltips will not appear when hovering over items in the toolbox or the player inventory. Similar in impact and effect to the previous issue โ and possibly related in some capacity given the strangeness of these respective behaviors!
Figure C: Hovering over an item in the toolbox GUI without a tooltip.
The toolbox will only accept three specific types of tools.
I can only store handsaws, hatchet, and carver tools in the toolbox. No other tool type is allowed in the toolbox. Refer to the screenshot associated with the previous issue for verification. This may or may not be an Artisan Tools
issue, but I figured it would be safest to just include it here.
Fluid gauges clip through item tooltips.
The fluid gauges in the worktable and workstation GUIs are clipping through item tooltips. Curiously enough, the workshop doesn't have a similar issue.
Figure D: The fluid gauge in the worktable GUI clipping through an item tooltip.
Figure E: The fluid gauge in the workstation GUI clipping through an item tooltip.
Figure F: The workshop GUI with no unexpected clipping.
The following zenscript code:
import mods.artisanworktables.Recipe;
import mods.artisanworktables.Type;
var hammer = <item:minecraft:iron_pickaxe>.withTag({display: {Name: "{\"text\":\"Hammer\"}"}});
Recipe.type(Type.BASIC)
.shapeless([<item:minecraft:stone>])
.output(<item:minecraft:cobblestone>)
.tool(hammer, 10)
.register();
shows a pickaxe with correct display name, Hammer
, in JEI. However, recipes currently ignore any NBT tags added to the tool, and will work with an iron pickaxe that isn't renamed.
It seems to me that recipes should match the NBT data of tools, except durability of course. Or there should at least be an optional parameter to match NBT.
Is there a way to allow all the worktables to function as regular crafting tables without having to manually input every recipe?
can be added a tool recipe maker like tool of extended crafting ?
It is an extension to issue #7
Tinker Construct, Tetra and Silent Gear tools are customisable. Because of that, most tools have the same item id but with different NBT data (And so fixing #7 will, in a way, fix this one)
But! Those customisable tools do NOT break, so I'm gonna suggest something
Either make customisable tools not being able to break be hardcoded
Or add a way to say that some tool cannot be broken in some recipe (Customisable)
Edit : During that time, since I'm creating a modpack, I will just create custom tools on KubeJs to replace customisable tools
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