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The original cultivation conflict with the soul of the craftsman: The fixation of the bug of the BUG (Yuanchuxiuzhen) Mi

2024-12-10 17:49:42|Myriagame |source:minecraft skins

This tutorial is set by the author's setting without permission.

Code cute new tutorial, welcome to correct if you have any questions, don’t have no brain spray

Applicable to the author of the package, the individual players do not need to use it.

When the original cultivation and the artisan soul are installed at the same time, the problem that the artisan soul parts cannot be cast normally.However, basic materials such as ingots, gems, and grains can be cast; products that do not need to cast molds such as coagulation and blank molds can be cast.

The original cultivation (front) will automatically add the item and block to the NBT label -ITIAMMORTAL: {}, which is the cause of the problem.The following is gradually mentioned:

The casting table needs to be cast by using molding. The casting molds of various components are actually the same item TCONSTRUCT: CAST. The blank molding is also this item. The only difference between them is that the NBT tags are different: for exampleThe label of the mold casting is parttype: "Shard", and so on. The value of the PARTTYPE label of different molds is different, and it is the corresponding component name.The casting parts are divided into different items according to different components names. For example, all the names of the Hochrus are TCONSTRUCT: Pick_head, and all fragments are TCONSTRUCT: Shard. Each type of component is then distributed by the NBT label according to the material. For exampleThe label is Material: "Iron", the cobalt fragment item name is TCONSTRUCT: Shard, and the label is Material: "Cobalt".Therefore, when the formula is used to detect the molding mold during casting, the name and NBT label of the cast mold must be detected accurately to correspond to the accurate product.After the original cultivation of the items and cubes is automatically added to the item and cubes, the accurate detection label does not match the precise detection label, and there is no formula that is suitable for the casting, so it cannot be cast.

So why can the basic materials such as ingots, gems, and grains be cast; the products that do not need to cast molds such as coagulation and blank molds can be cast?

Ingots, grains, gems, plates, gears, and the names of the five -piece molding items are the same, but the special value is different.What is this special value?For example, a set of oak logs to players in Java Pre1.13 is/give @p Minecraft: log 64 0. Give players a set of instructions for cloud fir wood logs is/give @P Minecraft: Log 64 1,The difference is the special value of the item, and the special value is different is two completely different items.This special value in the instruction can be omitted, the default is 0.

When it comes to casting molds, the name of the five -piece molds mentioned by Fang is TCONSTRUCT: CAST_CUSTOM, which corresponds to the special value of 0 ~ 4 in turn, so the instruction of a gem casting mold for players is/give @P TCONSTRUCT: CAST_CUSTOM 1 2.When the formula is detected and casting the formula during casting, the name and special value of the items and special values ​​of the molding mold can be detected in order to correspond to the accurate product.The formula does not care about the added NBT tag initialimmortal: {}, so it can be cast normally.

When the mold is not required, it does not involve the NBT label conflict and can be cast normally.

When casting in reverse, pour it on the existing components with melting gold or aluminum and copper.As mentioned earlier, the parts have a label of the Material. When the formula is precisely detected the name and the NBT label, it will also make an error due to the additional initialimmortal: {} tag and cannot be cast.

Having said so much, the solution is as follows:

I can't change the source document of the original cultivation or the soul of the original cultivation, and I can only do it from the formula.As we all know, the Modtweaker can modify the formula. For tutorials, please refer to https://docs.blamejared.com/1.12/zh/index; install the Crafttweaker and Modtweaker modules, and newly created the text of.zs suffixes in the. PieFamiliar editor edit text can be.Look at a code example: mods.tconstructim.casting.addtablerecipe (. Withtag ({material: "Iron"}), . Withtag ({parttype: "" "" "" "" "" "" "" tConStruct: Pick_head ", Initialimmortal: {}}), , 72); translate it in unknown language:

Module-Craftsmanship-Casting-Add formula to the casting table: Product-Iron Ho Head, Casting Model-Ho Head Casting Model, Raw Materials-Meltering Iron, consumes 72ml of materials.(Note: 1 ingot = 144ml)

In parentheses are the name name, withtag () and the content of the NBT label of the item. The NBT tags cast in the new formula add the label of the initialimmortal: {}. The formula matches the physical object in the game, which can be cast normally!

Note: You can use/CT NBT or/MT Hand instructions to use the item in the game to view the items and all tags of the items. The format can be copied and directly use the ZS (Zenscript) code.

Analyze a lot of defects:

The above methods can only manually edit a single formula code. There may be thousands of formulas when the integration package is used.The formula is written.Enter/ct liquids in the game, so as to generate a list in the Crafttweaker. Log file, which is a list of all liquids.From it, select the liquid that can be cast into parts commonly used in the soul of the artisan soul, and then list it and store it into readable files (such as Cast.txt).

... Wait, open the DEV C ++ I like to use my little white most: (I only can C ++)

#Include 

using namespace std;

vector Typ = {"Shard", "TOUGH_TOOL_ROD", "KAMA_HEAD", "Cross_ GUARD", "Arrow_Head", "Broad_AXE_HEAD", "HAND_GUARD", "Axe_head", "EX", "EX" cavator_head "," Satethe_head "," Large_plate ","sword_blade","sign_head","pan_head","wide_guard","sharpening_kit","shovel_head","binding","tool_rod","tough_binding","knife_blade","hammer_head","large_sword_blade","Bow_limb "," Pick_head "}; Vector amount = {72,432,288,144,288, 1152,144,288,1152,288,432,288,288,144,144,44,44,444 32,144,1152,1152,432,288};

int Main () {

freePen ("cast.txt", "r", stdin);

string s;

While (getline (cin, s)) {

s = s.substr (8, s.size () -9);

for (int i = 0; i

Cout << "MODS.TCONSTRUCT.CASTING.ADDTABLECIPE (<{), . Withtag ({parttype: "<< '"' << "TCONSTRUCT:" << Typ [i] << "'<<<", initialimmmortal: {}}), , "<< amount [i] <<"); "<< endl;

}

}

Return 0;

}

I didn't put the bow arm and bow string, because no one who did not have the same multi -material parts really used the craftsmanship bow to compile the output.Typ [] stores the name name, amount [] stores the amount consumed by the component, and the code is written with code.

So the 1350 lines were output.EssenceEssence

Write multiple ZS code in segments, otherwise you can't read too much

End, work, you can cast any components of the original materials!