👍👍👍 Finally I found a really good video that explained how custom crafting actually works in MCreator. Thanks a lot, man! That really helped me, instead of all those other "official" pseduo-tutorials that are kinda out-of-date. Left a like and a subscribe! 👍👍👍
I can't seem to find most of the logic code blocks you are using (e.g. "return logic", "call procedure and get return value...") do you maybe know why that is?
well there is an add-on for mcreator I think. no idea how it's called but you can make rings and such. but you have like a ton of slots I think am not sure
@@vtubruh well, if someone can make extra inventory slots, then this may be a possibility Edit: oops, I didn't realize this was a mod, I was talking datapacks
I know this is off-topic but I really need help with this: So I was making a Minecraft mod with Mcreator, using Blockbench to make the models for entities and Geckolib only for some entities. But when I made a new entity, an error message showed up when I tried to do anything. Make a new element, update an element, launch the game to test, nothing worked. I check the code and I had no idea what I was looking at and one of the errors was could not find symbol. I tried turning Geckolib off and back on, but still, nothing happened. The error in question was "one or more of your mod elements did not compile correctly. this can happen if you lock mod base files or elements." I press regenerate code and the same pop up error shows up again. Press it, again, again, and again, no end. I NEED to solve this problem as I don't want to have to make another mod and start from scratch and wait for that one to be broken too.
Hi, i did try to make the crafting script and noticed that it doesnt allow me to set the procedure to trigger While this GUI is open tick because it has required dependency itemstack. Is there any way around it?
You would need to replace the itemstack block with a item selector block, though item stack local variables should still work as long as long as the item selector is used to apply the item to the variable.
Im having a really wierd issue where i can only put dirt into the recipe and have it work. i am making a crafting table with 3 inputs, and if i set any of the inputs to anything other then dirt then it wont work.
W video, I made an MCreator mod that I want to use on all multiplayer servers all it does is when I type /itt it says something in chat and opens a GUI. Is that currently possible?
Far as I know mods only will test for thing on the current server. For something like this you would need to hard code something in. Though I think it may be possible in the future to send players between servers if I understand some changes Mojang is working on, though I doubt it would be possible to test if the mod exists on another server.
Hello! In my mod, I want to make a 5x5 crafting table (not a 3x3) but, when I import the gui open tick procedure you've provided, it says that there are errors: "Procedure return value block is calling nonexistent procedure CustomCraftingNormalGrassBlockRecipeCondition" and "Procedure return value block is calling nonexistent procedure CustomCraftingNormalBoneRecipeCondition" . I have imported the only gui open tick procedure you've provided and I think it is for the 3x3. How can I fix the errors? Thank you for your time.
The return value in t he update tick procedure for the GUI would be for testing the recipes, this compacts the code a bit in the main file. I provided the 5x5 recipe condition in the project files make sure that you link up that at the location for the update tick procedure and then set your custom recipe, once done regenerate the workspace code and you should be good to go. You may need to remove unneeded recipes from the update tick main procedure but in most cases this should resolve the issue your having.
Hello, I have never learned to program by blocks in MCCREATOR so I wanted to ask for your help, I really need it, it is a mod that I want to design which works like this, as you already know if you press Ctrl + Q you release the item that is in the slot of your hotbar, and what I want is that when I press Ctrl + Q, absolutely everything that is in my hot bar and in my inventory is thrown away.
I know how to do it, make a keybind for Ctrl + Q then make a procedure for when you press it, then make the procedure clear the inventory with ''clear inventory of Event/Target Entity''
PeaNutferret is correct. You would need to create two key binds one for CTRL and one for Q I suggest saving this as a player lifetime variable for each one just a simple logic value so you can test if both are true. When each key bind is pressed you will need to toggle the state, same when its released you will need to set them to false. This way you have a switch system for your Key bind. Doing this will allow the game to test if A and B are true if true then simply clear slots from 0 to 8 which are your hot bar slots.
@@NorthWestTreesMCreator ok but let's say that mod is considered a vanilla KeyBinding or let's say on servers, it will detect it as an add-on. That is, it possibly works on servers like Aternos, survival servers, Skyblock?
Hi, I have a question... How is the ItemTakenFromNormalOutputSlot procedure and there is a Set... to: and a number. So how do I create a Local: slot for that window?
This would be a local variable, you would need to create the local variable on the right panel under the button to save the procedure. Once you have the local variable saved you will see it under custom variables on the left side.
I have not tried, it may be possible to cycle recipes using slots and then maybe have some kind of action when the slot changes to update the output item then remove the item but I honestly am not sure if this would work or not. It would require me to do a lot of testing and trial and troubleshooting. But off hand that's by best idea which it could be done without coding.
Hay Tronnos I remember your name from long before, nice to see you again 😉 Tags generally are not compatible with other mods when under your own namespace, in cases when this may be appropriate is when you need to separate tags for some reasons but mods can always add direct support for your mod if they decide to place their mod items under your mods namespace, they just need to use your namespace rather than the "mod" tag that's built in. With that being said there are some official tags that are always best to use when possible, these tags are built in to Minecraft and forge/neoforge which can be found below. minecraft.wiki/w/Tag forge.gemwire.uk/wiki/Tags And in some cases common community tags can be used which MCreator wiki has a page dedicated for this directly. Below is that page. Though you would want to use the forge namespace or Neo Forge namespace though may mods would still pretty much still use forge these days even on neo forge. mcreator.net/wiki/commonly-used-tags-minecraft-mods The last notable thing is using tags also helps sync things across your mod. If your working with a lot of things that may need to be tested for say for mechanics you can use tags instead and it makes it easier to update as all you need to do is add or remove the item or block form the tag and it updates all the things across your mod which saves a lot of time when adding support for new resources, say you add a new wood type you won't need to go back and update all the procedures to add support for the new log block just update one tag. I hope this helps a bit. It's nice to see you still in the community.
hi so im wondering if you can create a recipe for a custom crafting table. what i mean by this is like if i have an item that i dont want you to be able to craft in a normal crafting table but in a custom one can i do that?
Normal crafting recipes don't carry over naturally to custom crafting stations like this, if you want vanilla recipes to be carried over then it will need to be done manually.
Is there a way that I could make it so that you have to wait for the item to craft, kind of like a furnace? (It is a 5x5 table) If that is not possible, it would also be cool if there was a button in the gui that can fill a progressbar
This is possible if you use a timer to delay the output slot item being added, basically that's the only difference between crafting and furnaces besides crafting using more slots and no fuel but same thing pretty much. I have covered how to use timers, though I think it was for Global variables they do also work with block, entity, and item NBT variables just not local variables as local variables are only stored during the procedure running that one time then releases from memory. But pretty much any other variable type will work for timers.
I only suggest one thing, many of us are just starting out, please show where the blocks you use are located so that it is not a complete headache to find them.
Hello! I have some issues with creating new smithing table. I'd love to add all vanilla recipes to it and some mine recipes, but the biggest problem is with vanilla (idk how to add trimed armor in output slot). Do you know how to do it? Please :)
Custom crafting station like this video covers can't inherit vanilla recipes. Your best bet would be to add a vanilla recipe if there is a option for it. But if your fine with not using ones from the base game custom crafting would be a option.
@@NorthWestTreesMCreator I just made a procedure for recipe which uses vanilla tags like minecraft:trimmable_armor, but last thing I need to find is how to set NBT data for crafted item (combine armor texture of trim with texture of armor and add description for armor item). Do you think that I could do it with variables? If you have any idea or if you know about similar tutorial on YT tell me please. Anyway thanks for reply :)
This is pretty easy its just blocks that range size in pixels, when you right click on them with an item it replaces the block to the next stage until a full block. This can be done using global trigger for player right clicks block so it's easy for build. With that being said though each stage consist of 2 pixels in difference so your sizes would look like this. 2, 4, 6, 8, 10, 12, 14, 16 Basically just the same block but at different levels. You will need to model them all by hand in blockbench though.
ive got a big question for myself it will be hare but is there a way to make things that are like the mod create so like some rotating blocks with like custom units and such idk how to explain it but just simply something like create
I have not seen to much of the mod, though chances are its hard coded, when it comes to things like blocks in MCreator its limited to commands like the clone command. Rotation is vertically impossible without a ton of script. The best I have gotten was a simple elevator system that uses the clone command and teleport command but as far as it being something as advanced as Create or even Mojang's Potato April fools update block that can move blocks seamlessly, its currently not possible without coding it in by hand. Though I really want this to be a reality because blocks have so much more uses than entities, just imagine building a galleon and having mock pirate battles. This would be good but the main issue is rotation and other blocks getting in the way of the clone command and doing it through NBT is not great as you need to communicate to all the block at the same time to move and then you have sync issues with some moving at different ticks. I have not been able to find a good medium but maybe if people push Mojang hard enough to add built in mechanics like that block in the APR fools update it might be possible for MCreator to add support at a later date I also say might because there is no guarantee that it would be something they would add support for as it depends greatly how it is implemented into the game.
Can you tell me when I use my slingshot in my mod which is separate into two different items but switch to one another when loading, don’t have durability. Like it has infinite.
It may be possible to use a item state system to update the texture like how bows work. For this you can try using a global procedure trigger for "When item used" testing for the exact item (itemstack = [item selector]) Then applying NBT data to the item this may then allow you to update the item display of the item based on the NBT item value using item states. However keep in mind that item states are client side only so anything that uses world side may not work. Also a pro got "when item used" is the "time" dependency this can be made using the advanced dependency blocks and typing the dependency name in there so in this case "time" would allow you to test how long the player is using the item for and then if it reaches a set number you could apply the NBT variable to the item. Giving that NBT would work for item states. I am not fully sure if they do work or not but if they do then this would be possible. The math would look something like below. If [time] = [20] Do: set item NBT to 1 If [time] = [40] Do: Set item NBT to 2 If [time] = [60] Do: Set item NBT to 3 You would then use the NBT value in your test for the item state for each texture. 0 would be your default texture state when its empty. I hope this helps.
its a local variable named slot, you need to create the variable in the procedure editor under the import and export procedure buttons on the right hand side.
hello, i followed this tutorial. but changed it so it has 2 input slots and 1 outpu slot. but it keeps crashing. im aslo using version 2024.2. is there a way to fix this?
Good chance that your block's inventory does not have enough slots for the given GUI make sure that the block has the same amount of slots which should be +1 from the highest GUI slot ID.
All recipes are custom, works with vanilla and mod items. If other mods have tags for each item it can also use tags rather than testing for a single item which can add support for other mods if they have tagged other items. Registries might also work too. Vanilla crafting recipes are not actually supported just yet I am working on a API that can read from forge data packs and get all crafting recipes but this is taking some time to develop. I just released my discord server last Sunday so I have a bit less time as I have been active there helping moderate the community.
Hi, making this comment in case anyone was having the same problem I was having. I noticed that after following this guide, the items would stay in the GUI when closed, rather than dropping or returning to my inventory, and if I broke the block the GUI was bound to, it would drop all items, including any items in the output slot. To fix this, don't enable block entity on the block, but instead make a trigger that opens the GUI when you right click the block. This unlinks it from any sort of external inventory, if that's what you're trying to do.
For items to return to the player this would require advanced script to do when the GUI is closed, but for your other issues your output slot should have settings to disable dropping make sure that players can't add to that slot. There should also be overrides for preventing it from dropping there in the slots settings too.
@@NorthWestTreesMCreator I actually managed to fix the items staying and duping when the block is broken by just disabling block entity, and having a trigger that opens the GUI when you right-click it. That way there’s no inventory for the items to stay in, so they just go back to yours.
when you see the word "local:" this means it's a local variable in the procedure I am showing. You need to make a local variable before it will show up in the custom variables tab for procedure blocks.
This is the latest version and should work with the latest version of MCreator. The system has not changed to much over the years most just trying to explain it better most of the time.
Not exactly sure what you mean by file explorer tab, best guess is "file manager" and it's a plugin I normally have installed I don't generally use plugins in tutorials and this one does not use any blocks from plugins. So you should be fine if this is what you meant :)
I did already make a comment about my problem, but can you make a tutorial on how to make a working ranged item that has a animation of being pulled back using textures in Mcreator? Please and thank you.
I replied to your other comment, I also made a note for a later date to try to implement what I suggest. I will be doing forge fluid for the next 4 weeks or so then I have 3 other community requests already in que to do. Then yours.
Hi i really appreciate your guides i did everything you did in the video but it didnt work i just wanna make a 5x5 crafting table and create new recipes and i really need your help here man
I did my best to explain it in the video. If you need help with the recipe part I suggest watching my beginners guide on the blocks used in the recipe for selecting slots. This is the video I made a while ago but will be still valid. Once you have a better idea how they work try to come back to this video and hopefully, it will make more sense. th-cam.com/video/1ulg5nLW8gk/w-d-xo.htmlsi=FXdfRRC5urd6QZLF
If your using the recipe element then this won't work for adding recipes. The recipes in the tutorial are procedure based meaning that they are coded in using procedures. Doing it this way is not compatible with other mods or the base game only your own mod.
I was just looking up how to do this like yesterday but there wasn't anything that wasn't like 4 years ago! Thank You!
Glad I could help!
Nevermind, I found another one of your tutorials that explains my question. Great video!
👍👍👍 Finally I found a really good video that explained how custom crafting actually works in MCreator. Thanks a lot, man! That really helped me, instead of all those other "official" pseduo-tutorials that are kinda out-of-date. Left a like and a subscribe! 👍👍👍
I can't seem to find most of the logic code blocks you are using (e.g. "return logic", "call procedure and get return value...") do you maybe know why that is?
They're in the Advanced tab.
It is a pity that there is no way to create new armor slots in the inventory... ehhh
One of the most common questions is adding slots for rings and such, sadly its not possible at the moment not without coding at least.
well there is an add-on for mcreator I think. no idea how it's called but you can make rings and such. but you have like a ton of slots I think am not sure
@@TheMuscularFrog it's called the curios API.
@@vtubruh well, if someone can make extra inventory slots, then this may be a possibility
Edit: oops, I didn't realize this was a mod, I was talking datapacks
I can't find Set local slot to 0 and Set local slot to get local slot +1?
I know this is off-topic but I really need help with this: So I was making a Minecraft mod with Mcreator, using Blockbench to make the models for entities and Geckolib only for some entities. But when I made a new entity, an error message showed up when I tried to do anything. Make a new element, update an element, launch the game to test, nothing worked. I check the code and I had no idea what I was looking at and one of the errors was could not find symbol. I tried turning Geckolib off and back on, but still, nothing happened. The error in question was "one or more of your mod elements did not compile correctly. this can happen if you lock mod base files or elements." I press regenerate code and the same pop up error shows up again. Press it, again, again, and again, no end. I NEED to solve this problem as I don't want to have to make another mod and start from scratch and wait for that one to be broken too.
I responded to your other post about this question.
How did you go about making the Local: Slot piece for the Output?
I have a bit of an older video, not the greatest quality but it explains local variables.
th-cam.com/video/4g1KnU92Q0c/w-d-xo.html
How'd you get the "AND" blocks to look like that?
I've been trying to figure this out forever.
Hi, i did try to make the crafting script and noticed that it doesnt allow me to set the procedure to trigger While this GUI is open tick because it has required dependency itemstack. Is there any way around it?
You would need to replace the itemstack block with a item selector block, though item stack local variables should still work as long as long as the item selector is used to apply the item to the variable.
Help. I think I did everything, but everything freezes when I open my GUI :(:(:(
Im having a really wierd issue where i can only put dirt into the recipe and have it work. i am making a crafting table with 3 inputs, and if i set any of the inputs to anything other then dirt then it wont work.
If anyone wants to know, if you want a JEI recipe, there is a plugin for MCreator.
W video, I made an MCreator mod that I want to use on all multiplayer servers all it does is when I type /itt it says something in chat and opens a GUI. Is that currently possible?
Far as I know mods only will test for thing on the current server. For something like this you would need to hard code something in. Though I think it may be possible in the future to send players between servers if I understand some changes Mojang is working on, though I doubt it would be possible to test if the mod exists on another server.
Hello! In my mod, I want to make a 5x5 crafting table (not a 3x3) but, when I import the gui open tick procedure you've provided, it says that there are errors: "Procedure return value block is calling nonexistent procedure CustomCraftingNormalGrassBlockRecipeCondition" and "Procedure return value block is calling nonexistent procedure CustomCraftingNormalBoneRecipeCondition" . I have imported the only gui open tick procedure you've provided and I think it is for the 3x3. How can I fix the errors?
Thank you for your time.
The return value in t he update tick procedure for the GUI would be for testing the recipes, this compacts the code a bit in the main file. I provided the 5x5 recipe condition in the project files make sure that you link up that at the location for the update tick procedure and then set your custom recipe, once done regenerate the workspace code and you should be good to go. You may need to remove unneeded recipes from the update tick main procedure but in most cases this should resolve the issue your having.
Hello, I have never learned to program by blocks in MCCREATOR so I wanted to ask for your help, I really need it, it is a mod that I want to design which works like this, as you already know if you press Ctrl + Q you release the item that is in the slot of your hotbar, and what I want is that when I press Ctrl + Q, absolutely everything that is in my hot bar and in my inventory is thrown away.
I know how to do it, make a keybind for Ctrl + Q then make a procedure for when you press it, then make the procedure clear the inventory with ''clear inventory of Event/Target Entity''
PeaNutferret is correct.
You would need to create two key binds one for CTRL and one for Q I suggest saving this as a player lifetime variable for each one just a simple logic value so you can test if both are true.
When each key bind is pressed you will need to toggle the state, same when its released you will need to set them to false. This way you have a switch system for your Key bind.
Doing this will allow the game to test if A and B are true if true then simply clear slots from 0 to 8 which are your hot bar slots.
@@PeaNUTFERRET ohh ok
@@NorthWestTreesMCreator ok but let's say that mod is considered a vanilla KeyBinding or let's say on servers, it will detect it as an add-on. That is, it possibly works on servers like Aternos, survival servers, Skyblock?
I'm making a mod with a ''scraping'' table wich don't matter anyways is a crafting table, of 1 slot imput and 4 slot output, any tips?
how can you make recipes using crafting benches in already existing mods?
Hi, I have a question... How is the ItemTakenFromNormalOutputSlot procedure and there is a Set... to: and a number. So how do I create a Local: slot for that window?
This would be a local variable, you would need to create the local variable on the right panel under the button to save the procedure.
Once you have the local variable saved you will see it under custom variables on the left side.
Is there any way to make a stone cutter like blocks?
I have not tried, it may be possible to cycle recipes using slots and then maybe have some kind of action when the slot changes to update the output item then remove the item but I honestly am not sure if this would work or not. It would require me to do a lot of testing and trial and troubleshooting. But off hand that's by best idea which it could be done without coding.
is there any way to make it so that i can make the recipes by using the recipe element
13:50
what do i do if my gui only have one inputslot.
You just need to remove the slots your not using and just use the one slot instead. The ID should be the same as your GUI ID.
@@NorthWestTreesMCreator thanks
Where to find set local slot to ,block
Help ple
if it says local chances are it's a local variable, you need to create though in the procedure on the right-hand side.
pls where do i find that "AND" block? 13:50
I explain everything in the furnace video series that I just posted this week.
Its practically the same thing just with more slots.
@@NorthWestTreesMCreator thanks
I wish I could support you more thank you so much really this helped me a lot ♥️🌹
Glad it helped!
But when i have to tag the blocks for crafting by myself, doesnt that mean that other modded blocks oike more glass or obsidian wont work anyways?
Hay Tronnos I remember your name from long before, nice to see you again 😉
Tags generally are not compatible with other mods when under your own namespace, in cases when this may be appropriate is when you need to separate tags for some reasons but mods can always add direct support for your mod if they decide to place their mod items under your mods namespace, they just need to use your namespace rather than the "mod" tag that's built in.
With that being said there are some official tags that are always best to use when possible, these tags are built in to Minecraft and forge/neoforge which can be found below.
minecraft.wiki/w/Tag
forge.gemwire.uk/wiki/Tags
And in some cases common community tags can be used which MCreator wiki has a page dedicated for this directly. Below is that page. Though you would want to use the forge namespace or Neo Forge namespace though may mods would still pretty much still use forge these days even on neo forge.
mcreator.net/wiki/commonly-used-tags-minecraft-mods
The last notable thing is using tags also helps sync things across your mod. If your working with a lot of things that may need to be tested for say for mechanics you can use tags instead and it makes it easier to update as all you need to do is add or remove the item or block form the tag and it updates all the things across your mod which saves a lot of time when adding support for new resources, say you add a new wood type you won't need to go back and update all the procedures to add support for the new log block just update one tag.
I hope this helps a bit.
It's nice to see you still in the community.
hi so im wondering if you can create a recipe for a custom crafting table. what i mean by this is like if i have an item that i dont want you to be able to craft in a normal crafting table but in a custom one can i do that?
Normal crafting recipes don't carry over naturally to custom crafting stations like this, if you want vanilla recipes to be carried over then it will need to be done manually.
Is there a way that I could make it so that you have to wait for the item to craft, kind of like a furnace? (It is a 5x5 table) If that is not possible, it would also be cool if there was a button in the gui that can fill a progressbar
This is possible if you use a timer to delay the output slot item being added, basically that's the only difference between crafting and furnaces besides crafting using more slots and no fuel but same thing pretty much. I have covered how to use timers, though I think it was for Global variables they do also work with block, entity, and item NBT variables just not local variables as local variables are only stored during the procedure running that one time then releases from memory. But pretty much any other variable type will work for timers.
Bro I don't know where all those functions at 9:21 is
I only suggest one thing, many of us are just starting out, please show where the blocks you use are located so that it is not a complete headache to find them.
I can't find them anywhere still
Hello! I have some issues with creating new smithing table. I'd love to add all vanilla recipes to it and some mine recipes, but the biggest problem is with vanilla (idk how to add trimed armor in output slot). Do you know how to do it? Please :)
Custom crafting station like this video covers can't inherit vanilla recipes.
Your best bet would be to add a vanilla recipe if there is a option for it.
But if your fine with not using ones from the base game custom crafting would be a option.
@@NorthWestTreesMCreator I just made a procedure for recipe which uses vanilla tags like minecraft:trimmable_armor, but last thing I need to find is how to set NBT data for crafted item (combine armor texture of trim with texture of armor and add description for armor item). Do you think that I could do it with variables? If you have any idea or if you know about similar tutorial on YT tell me please. Anyway thanks for reply :)
Can you make a tutorial on how to make snow-layer type blocks?
This is pretty easy its just blocks that range size in pixels, when you right click on them with an item it replaces the block to the next stage until a full block. This can be done using global trigger for player right clicks block so it's easy for build. With that being said though each stage consist of 2 pixels in difference so your sizes would look like this.
2, 4, 6, 8, 10, 12, 14, 16
Basically just the same block but at different levels.
You will need to model them all by hand in blockbench though.
@@NorthWestTreesMCreator alright thank you
ive got a big question for myself it will be hare but is there a way to make things that are like the mod create so like some rotating blocks with like custom units and such idk how to explain it but just simply something like create
I have not seen to much of the mod, though chances are its hard coded, when it comes to things like blocks in MCreator its limited to commands like the clone command. Rotation is vertically impossible without a ton of script. The best I have gotten was a simple elevator system that uses the clone command and teleport command but as far as it being something as advanced as Create or even Mojang's Potato April fools update block that can move blocks seamlessly, its currently not possible without coding it in by hand. Though I really want this to be a reality because blocks have so much more uses than entities, just imagine building a galleon and having mock pirate battles. This would be good but the main issue is rotation and other blocks getting in the way of the clone command and doing it through NBT is not great as you need to communicate to all the block at the same time to move and then you have sync issues with some moving at different ticks. I have not been able to find a good medium but maybe if people push Mojang hard enough to add built in mechanics like that block in the APR fools update it might be possible for MCreator to add support at a later date I also say might because there is no guarantee that it would be something they would add support for as it depends greatly how it is implemented into the game.
I have a question, i dont see sone og the "block" you use. Pls help me im working hard on my First mod
Make sure your on 2023.4 or higher as some blocks may not be supported on older versions.
@@NorthWestTreesMCreator you are nice thank you
@@NorthWestTreesMCreator also i cant find set local to:
Can you tell me when I use my slingshot in my mod which is separate into two different items but switch to one another when loading, don’t have durability. Like it has infinite.
It may be possible to use a item state system to update the texture like how bows work.
For this you can try using a global procedure trigger for "When item used" testing for the exact item (itemstack = [item selector]) Then applying NBT data to the item this may then allow you to update the item display of the item based on the NBT item value using item states. However keep in mind that item states are client side only so anything that uses world side may not work.
Also a pro got "when item used" is the "time" dependency this can be made using the advanced dependency blocks and typing the dependency name in there so in this case "time" would allow you to test how long the player is using the item for and then if it reaches a set number you could apply the NBT variable to the item.
Giving that NBT would work for item states. I am not fully sure if they do work or not but if they do then this would be possible.
The math would look something like below.
If [time] = [20]
Do: set item NBT to 1
If [time] = [40]
Do: Set item NBT to 2
If [time] = [60]
Do: Set item NBT to 3
You would then use the NBT value in your test for the item state for each texture.
0 would be your default texture state when its empty.
I hope this helps.
@@NorthWestTreesMCreator Thank You!
where do u find the set "local slot" to # block ive looked everywhere pls help
its a local variable named slot, you need to create the variable in the procedure editor under the import and export procedure buttons on the right hand side.
hello, i followed this tutorial. but changed it so it has 2 input slots and 1 outpu slot. but it keeps crashing.
im aslo using version 2024.2. is there a way to fix this?
Good chance that your block's inventory does not have enough slots for the given GUI make sure that the block has the same amount of slots which should be +1 from the highest GUI slot ID.
@@NorthWestTreesMCreator I tried it and it worked! Thank you!
i made few 5*5 recipes. in game there are my crafting table, but missing recipe to make it. How can i add my recipes to the game?
Custom Crafting does not support converting to or from Vanilla crafting tables / recipes it's it's own procedural system.
@@NorthWestTreesMCreator
This means that i have to make my own 3*3 crafting bench with one dedicated recipe.
if u want a crafting recipie for the orginal crafting table. u can use a recipie mod element
how do you create the CustoCraftingNormalGrassBlockRecipeCondition
Its in the video check the video description for the time code for 3x3 shaped crafting.
@@NorthWestTreesMCreator oh well ok now it works for me
Great tutorial! Quick question tho. How do i import procedures
There is a button on above the local variable on the right side that should say import procedure. You can also export them here too.
Can you make a crafting recipe with custom made items on a custom made crafting table or only vanilla items
All recipes are custom, works with vanilla and mod items. If other mods have tags for each item it can also use tags rather than testing for a single item which can add support for other mods if they have tagged other items.
Registries might also work too.
Vanilla crafting recipes are not actually supported just yet I am working on a API that can read from forge data packs and get all crafting recipes but this is taking some time to develop. I just released my discord server last Sunday so I have a bit less time as I have been active there helping moderate the community.
Hi, making this comment in case anyone was having the same problem I was having. I noticed that after following this guide, the items would stay in the GUI when closed, rather than dropping or returning to my inventory, and if I broke the block the GUI was bound to, it would drop all items, including any items in the output slot. To fix this, don't enable block entity on the block, but instead make a trigger that opens the GUI when you right click the block. This unlinks it from any sort of external inventory, if that's what you're trying to do.
For items to return to the player this would require advanced script to do when the GUI is closed, but for your other issues your output slot should have settings to disable dropping make sure that players can't add to that slot. There should also be overrides for preventing it from dropping there in the slots settings too.
@@NorthWestTreesMCreator I actually managed to fix the items staying and duping when the block is broken by just disabling block entity, and having a trigger that opens the GUI when you right-click it. That way there’s no inventory for the items to stay in, so they just go back to yours.
what is "local: slot"? where do I get that? how do I do that?
when you see the word "local:" this means it's a local variable in the procedure I am showing.
You need to make a local variable before it will show up in the custom variables tab for procedure blocks.
@@NorthWestTreesMCreator oooh. Thank you! I will finish the tutorial one I make items that need a custom crafting table :)
is there a newer version?
This is the latest version and should work with the latest version of MCreator. The system has not changed to much over the years most just trying to explain it better most of the time.
what do you do when you don’t have the file explorer tab???
Not exactly sure what you mean by file explorer tab, best guess is "file manager" and it's a plugin I normally have installed I don't generally use plugins in tutorials and this one does not use any blocks from plugins. So you should be fine if this is what you meant :)
Can you tell me how to do it with 3 input and 1 output, I tried everything and legit nothing works
It would be a bit more complex that what I could explain here.
@@NorthWestTreesMCreator oof ok :(
I did already make a comment about my problem, but can you make a tutorial on how to make a working ranged item that has a animation of being pulled back using textures in Mcreator? Please and thank you.
I replied to your other comment, I also made a note for a later date to try to implement what I suggest.
I will be doing forge fluid for the next 4 weeks or so then I have 3 other community requests already in que to do.
Then yours.
@@NorthWestTreesMCreator Thank you so much!
Can you do a video on a custom inventory that isn't using a item or block. just like the player inventory
This is not possible sadly, not without coding it in by hand, I sadly don't know java so its out of my reach to cover something like this.
@@NorthWestTreesMCreator ok thank you for the information tho
Hi i really appreciate your guides i did everything you did in the video but it didnt work i just wanna make a 5x5 crafting table and create new recipes and i really need your help here man
I did my best to explain it in the video.
If you need help with the recipe part I suggest watching my beginners guide on the blocks used in the recipe for selecting slots.
This is the video I made a while ago but will be still valid.
Once you have a better idea how they work try to come back to this video and hopefully, it will make more sense.
th-cam.com/video/1ulg5nLW8gk/w-d-xo.htmlsi=FXdfRRC5urd6QZLF
@@NorthWestTreesMCreator BROOO i was trying so hard to do a 5x5 crafting table and recipes for a week and ı just forgot to add tags hahahaha
so how do it do it in 2024.2
Same process, nothing has changed.
@@NorthWestTreesMCreator ok thanks
Could make a tutorial About how to make a fan block?
I did something similar with this tutorial using movement vector.
th-cam.com/video/z7WSmE1JOZc/w-d-xo.html
@@NorthWestTreesMCreator ok
Thanks ill check it
How are we supposed to do this if you're showing us where to use procedures BEFORE you show the ACTUAL PROCEDURES?
I always struggle to find the Coding blocks.
Your not a lone. I find it hard to navigate them even more so with the recent change to the tabs.
I can only craft custom recipes in a normal crafting table, they're not crafting in my custom table
If your using the recipe element then this won't work for adding recipes.
The recipes in the tutorial are procedure based meaning that they are coded in using procedures.
Doing it this way is not compatible with other mods or the base game only your own mod.
HELP!
once again terrible video