Creates lava by dropping 4x of any logWood into cryotheum.
mods.inworldcrafting.FluidToFluid.transform(<liquid:lava>, <liquid:cryotheum>, [<ore:logWood> * 4]);
扔一些白桦木板进杂酚油,让白桦木板变成被处理过的木头 mods.inworldcrafting.FluidToItem.transform(<immersiveengineering:treated_wood>, <liquid:creosote>, [<minecraft:planks:2>]);
Creates a Water Bottle by dropping a Glass Bottle in Water, consumes the Water sourceblock.
mods.inworldcrafting.FluidToItem.transform(<minecraft:potion>.withTag({Potion: "minecraft:water"}), <liquid:water>, [<minecraft:glass_bottle>], true);
Create Steel 15% of the time when ingotIron dropped in the world is hit by an Explosion.
mods.inworldcrafting.ExplosionCrafting.explodeItemRecipe(<ore:ingotSteel>.firstItem, <ore:ingotIron>, 15);
75%几率把金合欢木板(放置状态) 炸成8根木棍 mods.inworldcrafting.ExplosionCrafting.explodeBlockRecipe(<minecraft:stick> * 8, <minecraft:planks:4>, 75);
焚烧四块原木60秒,烧成木炭块 mods.inworldcrafting.FireCrafting.addRecipe(<thermalfoundation:storage_resource>, <ore:logWood> * 4, 60);
关于液体的修改
Link to 关于液体的修改
Don't add the same ingredient multiple times, use <ingredient> * count
. It's there for a reason.
The game merges nearby items into stacks so finding multiple ingredients of the same type in one BlockSpace only happens when the first EntityItem gets a full stack of items, so the craft won't happen like you would expect.
错误的示范!
Link to 错误的示范
FluidToItem.transform(<minecraft:diamond>, <liquid:blueslime>, [<ore:ingotSteel>, <ore:ingotSteel>, <ore:dustCobalt>, <ore:nuggetEnderpearl>], true);
正确的示范!
Link to 正确的示范
FluidToItem.transform(<minecraft:diamond>, <liquid:blueslime>, [<ore:ingotSteel> * 2, <ore:dustCobalt>, <ore:nuggetEnderpearl>], true);
液体转换为物体
Link to 液体转换为物体
输入物品格式为 mods.inworldcrafting.FluidToItem
Usage
FluidToItem.transform(IItemStack output, ILiquidStack inputFluid, IIngredient[] inputItems, @Optional boolean consume);
默认消耗的值是 true
, 所以如果你不想 inputItem
被消耗, 当转化液体时你不得不设值为 false
作为第四个参数.
液体转换为其它液体
Link to 液体转换为其它液体
输入物品格式为 mods.inworldcrafting.FluidToFluid
Usage
FluidToFluid.transform(ILiquidStack output, ILiquidStack inputFluid, IIngredient[] inputItems, @Optional boolean consume);
默认消耗的值是 true
, 所以如果你不想 inputItem
被消耗, 当转化液体时你不得不设值为 false
作为第四个参数.
燃烧物品
Link to 燃烧物品
输入物品格式为 mods.inworldcrafting.FireCrafting
Usage
FireCrafting.addRecipe(IItemStack output, IIngredient inputItem, @Optional int ticks);
默认燃烧秒数为 40
(2 秒)
炸毁 物品/方块
Link to 炸毁-物品方块
输入物品格式为 mods.inworldcrafting.ExplosionCrafting
炸毁物品合成
Link to 炸毁物品合成
Usage
ExplosionCrafting.explodeItemRecipe(IItemStack output, IIngredient inputItem, @Optional int survicechance);
爆炸合成成功的概率. Default value is 100
%
炸毁方块合成
Link to 炸毁方块合成
Usage
ExplosionCrafting.explodeBlockRecipe(IItemStack output, IItemStack blockStack, @Optional int itemSpawnChance);
blockStack
应该是 方块
(放置状态). 他将会和元数据比较 itemSpawnChance
是每个方块被炸毁掉落物品的概率. Default value is 100
%