Blueprint
Link to blueprint
Allows you to add or remove blueprint recipes.
Blueprint recipes consist of a variable number of inputs and one output. They are grouped by categories, where each category is one blueprint item ingame.
You can find all existing categories using /ct ieBlueprintCategories
导入类
Link to 导入类
It might be required for you to import the package if you encounter any issues (like casting an Array), so better be safe than sorry and add the import at the very top of the file.
ZenScript Copyimport mods.immersiveengineering.Blueprint;
已实现的接口
Link to 已实现的接口
Blueprint implements the following interfaces. That means all methods defined in these interfaces are also available in Blueprint
使用方式
Link to 使用方式
Name: addJsonRecipe
ZenScript CopyBlueprint.addJsonRecipe(name as string, mapData as MapData)
参数 | 类型 |
---|---|
参数 name(名称) | 类型 string |
参数 mapData | 类型 MapData #地图数据 |
Name: addRecipe
Adds a new recipe. Make sure that the category exists before calling this method! Currently it is not possible to register new Blueprint categories.
ZenScript Copy// Blueprint.addRecipe(recipePath as string, blueprintCategory as string, inputs as IIngredientWithAmount[], output as IItemStack)
<recipetype:immersiveengineering:blueprint>.addRecipe("some_test", "bullet", [<item:minecraft:bedrock>], <item:minecraft:bedrock> * 2);
参数 | 类型 | 描述 |
---|---|---|
参数 recipePath | 类型 string | 描述 The recipe name, without the resource location |
参数 blueprintCategory | 类型 string | 描述 The category name. The category must exist! |
参数 inputs | 类型 IIngredientWithAmount[] | 描述 The recipe's ingredients |
参数 output(输出) | 类型 IItemstack | 描述 The recipe's output item |
Name: getAllRecipes
Return Type: stdlib.List<T>
ZenScript Copy// Blueprint.getAllRecipes() as stdlib.List<T>
<recipetype:immersiveengineering:blueprint>.getAllRecipes();
Name: getRecipeByName
Return Type: T
ZenScript CopyBlueprint.getRecipeByName(name as string) as T
参数 | 类型 |
---|---|
参数 name(名称) | 类型 string |
Name: getRecipeMap
Return Type: T[ResourceLocation]
ZenScript Copy// Blueprint.getRecipeMap() as T[ResourceLocation]
<recipetype:immersiveengineering:blueprint>.getRecipeMap();
Name: getRecipesByOutput
Return Type: stdlib.List<T>
ZenScript CopyBlueprint.getRecipesByOutput(output as IIngredient) as stdlib.List<T>
参数 | 类型 |
---|---|
参数 output(输出) | 类型 材料(IIngredient) |
Name: remove
ZenScript CopyBlueprint.remove(output as IIngredient)
参数 | 类型 |
---|---|
参数 output(输出) | 类型 材料(IIngredient) |
Name: removeAll
ZenScript Copy// Blueprint.removeAll()
<recipetype:immersiveengineering:blueprint>.removeAll();
Name: removeByInput
ZenScript CopyBlueprint.removeByInput(input as IItemStack)
参数 | 类型 |
---|---|
参数 input(输入) | 类型 IItemstack |
Name: removeByModid
ZenScript CopyBlueprint.removeByModid(modid as string, exclude as Predicate<string>)
参数 | 类型 | 可选 | 默认值 |
---|---|---|---|
参数 modid | 类型 string | 可选 false | 默认值 |
参数 不包含 | 类型 Predicate<string> | 可选 true | 默认值 (name as string) as bool => false |
Name: removeByName
ZenScript CopyBlueprint.removeByName(names as string[])
参数 | 类型 |
---|---|
参数 names | 类型 string[] |
Name: removeByRegex
ZenScript CopyBlueprint.removeByRegex(regex as string, exclude as Predicate<string>)
参数 | 类型 | 可选 | 默认值 |
---|---|---|---|
参数 regex | 类型 string | 可选 false | 默认值 |
参数 不包含 | 类型 Predicate<string> | 可选 true | 默认值 (name as string) as bool => false |
名称 | 类型 | 可获得 | 可设置 |
---|---|---|---|
名称 allRecipes | 类型 stdlib.List<T> | 可获得 true | 可设置 false |
名称 recipeMap | 类型 T[ResourceLocation] | 可获得 true | 可设置 false |