The author of GT Getting Started Magic Reform Must see, the second issue.[GTCEU] Gray Technology Community Edition: Non

This tutorial is set by the author to use the CC By-NC-ND protocol.

The second GTCE & Gtceu tutorial is here.Continue the last part.


Gtceuwiki

Continue the material part of the previous period


Material

Element

 Components (MaterialStack [] Components) 

Set the composition part of the material.

ComponentsMasterStacks-indicates an array of this material component.


Next example:

#loader gregtech

Import Mods.gregtech.Material.MaterialBuilder;

Import Mods.gregtech.Material. Material;

var Cursed_Chemistry_material = MaterialBuilder

.Fluid ()

.Color (0x00ff00) // Pure Red

.Components ([*3, *6, *2]) //

.Build (); // Construction


Material Flags

MaterialFlags refers to the additional small attributes of materials, and there are many different use flags.

Materialflags available for all materials:

"no_unification": Make the material completely disable its unified function (which means that there is no automatic formula).

"Decomposition_requires_hydrogen": The decomposition formula requires hydrogen as an additional input.

"Decomposition_by_electrolyzing": Enable the electrolytic machine to decompose the formula.

"Decomposition_by_centrifuging": Enable the centrifuge of centrifuge.

"Disable_Decomposition": Different from this material and all the materials that use it as an ingredient.

"Explosive": Make the material a certain explosive

"FlamMable": Make material components flammable

"Generate_plate": Generate board?

Dustproperty can be used by MaterialFlags:

"Generate_plate": For this reason, a board is generated. If it has only one Dustproperty, a compressor formula will be added. If it has IngotProperty, the rolling machine formula will be added. If he has a material block, the cutting machine formula will be generated.

"Generate_rod": generate material rods for this material.

"Generate_frame": For this reason, the material generates a metal framework, which requires the front "generate_rod".

"Generate_gear": For this material generates the material gear, it requires "generate_plate" and "general_rod".

"Generate_long_rod": To generate material long rods for this material, "Generate_rod" is required."exclude_block_crafting_recipes": Avoid creating an disorderly formula to make the pink fit.It is forbidden to obtain the material block through the mold/mold squeeze and alloy melting

"exclude_plate_compressor_recipe": It is forbidden to form a material board for the formation of material powder in the compressor, and "generate_plate" is required.

"Exclude_block_crafting_by_hand_recipes": It is forbidden to create an disorderly formula to make powder into material blocks, and vice versa.

"mortar_grindable": All materials can be grinded into the form of his material pink through the mantle.

Materials can be used by MaterialFlags IngotProperty:

"No_Working": This is used for coating materials when it cannot be synthesized except for crushing or melting.

"NO_SMashing": Makes materials from being processed by general metal technology, such as bending board

"no_smelting": so that the material cannot be melted

"Blast_furnace_calCite_double": Make this material melted its ore square lobe in the blast furnace to obtain 2 times the product.

"Blast_furnace_calCite_triple": Make this material heating its ore square stone in the blast furnace to obtain 3 times the product.

"Generate_foil": To generate a material foil for this material, it requires "generate_plate".

"Generate_bolt_screw": For this material generates bolts and screws, it needs "generate_rod".

"Generate_ring": For this material generates a material ring, which requires "generate_rod".

"Generate_spring": For this material generates spring.Need "Generate_long_Rod".

"Generate_spring_small": To generate a small spring for this material, "Generate_rod" is required.

"Generate_small_gear": To generate a small gear for this material, you need "Generate_plate" and "Generate_rod".

"Generate_fine_wire": To generate a thin line for this material, "Generate_foil" is required.

"Generate_rotor": For this material, generate a rotor.Need "Generate_bolt_screw", "Generate_ring" and "Generate_plate".

"Generate_dense": To generate a dense board for this material, it requires "generate_plate".

"Generate_round": generate a ball for this material.

GEMPROPERTY material can be available for MaterialFlags:

"Crystallizable": If this material can be crystallized in a high -pressure kettle.

"Generate_lens": For this material generates a lens, it requires "generate_plate".

Oreproperty material can be used by MaterialFlags:

"High_sifter_output": If it is treated with crushed pure ore in the filter machine, the material has more output.

Add Flags


 Flags (string [] names) 
Add MaterialFlags to this material.

Names-Specific MaterialFlags name string array.

example:

#loader gregtech


Import Mods.gregtech.Material.MaterialBuilder;

Import Mods.gregtech.Material. Material;

var SpecialsteelfLagged = MaterialBuilder

.Flum ("gas", false) // gas and squares

.Ingot () // ingot powder material

.Color (0x0000ff) // Pure blue

.Iconset ("shiny") // The material set iconset is shiny

.Flags (["Generate_plate", "Generate_foil"] // Add Flags

.Toolstats (10, 3, 256, 21) // Tools

.Blasttemp (2900) // EBF temperature

.Ore () // ore

.AddoreByproducts (, ) // Byminated products

.CableProperties (128, 2, 4, false) // Material cable

.Build (); // Construction

element

Element is used to specify the material as an element, and the CEU has an element cycle table, so you may not need to care too much about specific values.


 Elements.add (Long Protons, Long Neutrons, Long HalflifeSeconds, String Decayto, String Name, String Symbol, Boolean isisotope) Add 

Add a new element.

Protons-Proton quantity

Neutrons-number of neutrons

HalflifeSeconds-The half-life time of this material (in seconds), -1 is used for stable materials, and it will never decay.

Decayto- indicates the string of the element obtained after attenuation, and is separated by the '&' character.

name-element name

Symbol-abbreviations, such as oxygen O, iron Fe.

The format of the element cycle table given by wiki, a total of 135 types:

Proton Prontons neutron Neutrons HalflifeSeconds after the decaying element Decayto name Name abbreviated Symbo L isotope10-1Null -1 "D" "Tritium" "T"

TRUE22-1null "Helium" "HE" FALSE21-1 "H & D" "HE-3" TRUE34-1null "Lithium" "" "" "False45-1NULLLIum" "False55-1Ull" "B

"N"

False88-1NULL "Oxygen" "O" False99-1NULL "FLUORINE" "F" F "F" FALSE101010-1NULL "neon" "NE" FALSE1111 -NULLLL "" "Na" False1212-1n "" mg "f alse1313-1null "aluminium"" Al "False141414-1null" Silicon "" Si "False1515-1NULL" PHOSPHORUS "" P "FAL" FALLL "Sulfur" "FALSE1718-171717171822-1LLLLLLLLLLLLLLLLLLLLLLLLLL "Argon" "AR" False1920-1Null "Potassium" "K" False2020-1null "Calcium" "Ca" False2124-1n CADIUM "" SC "False2226-1 "" V "false2428-1null" chrome ""Cr" False2530-1null "Manganese" "Mn" False2630-1NULL "IRON" "FE" FALSE27 32-1n "COBALT" "CO" FALSE2830-1n "Ni" False2934-1NULL "COPP Er "Cu" False3035-1NULL "Zinc" "Zn" False3139-1NULL "GALLIUM" "GA" FALSE3240-1NULLL "GERMANI LSE3545-1NULL "Bromine" ""Br "False3648-1NULL" KRPTOM "" KR "False3748-1NULL" Rubidium "" RB "False3849-N" StronTium "" SR "F3950-N" YTTRIUM "" F4051-N "Zirconium" "" " ZR "F4153-N"Niobium" "" "" "F4253-N" Molybdenum "" Mo "F4355-N" TECHNEIUM "" F4457-N "Ruthenium" "RU" F4558-N "Rhodium"

"RH" F4660-N "Palladium" "PD" F4760-1n "Silver" "" "False4864-N" CADMIUM "" CD "F4965-N" INDIUM "" F5068-N "" Sn "F5170-n

"I" F5477-N "XENON" "XE" F5577-N "CAESIUM" "CS" F5681-N "BARIUM" "BA" F5781-1NULL "Lanthanum" "False5882-N" CERIUM "CE" F5981-N"Praseodymium""Pr"f6084-n"Neodymium""Nd"f6183-n"Promethium""Pm"f6288-n"Samarium""Sm"f6388-n"Europium"Eu"f6493-n"Gadolinium""Gd"F6593-n "Terbium" "TB" F6696-N "Dysprosium" "DY" F6797-1nUll "Holmium" "HO" FALSE6899-N "Erbium" "Er" F6999-N "Thulium" TM "F70103-N" Ytterbi um"" YB "F71103-N" Lutetium "" LU "F72106-N" HAFNIUM "" HF "F73107-N" TANTALUM "" TA "F74109-N" TUNGSEN "" F75111-N "RHENIUM" "Re" F76114-N "OSMIUM" "OS" F77115-1NULL "Iridium" "IR" False78117-N "Platinum" "PT" F79117--

N

"Gold" "AU" F8020-N "Mercury" "HG" F81123-N "THALLIUM" "TL" F82125-N "Lead" "PB" F83125-N "BISMUTH"

"BI"

f84124-n "Polonim" "PO" F85124-N "ASTATINE" "AT" F86134-N "Radon" "RN" F

87

134-1NULL "Francium" "FR" FALSE88136-N "Radium" "Ra" F89136-N "AC" "AC" F90140-N "Thorium" "Th" F

91138-n "ProtActinium" "PA" F92146-N "Uranium" "U" F92146-N "Uranium-238" F92143-N "Uranium-235" TRUE93144-N "Neptunium ""NP" F94152-N "Plutonium" "PU" F

94

145-1NULL "Plutonium-239" PU-239 "False94149-

N

"Plutonium-241" PU-241 "TRUE95150-N" American "" am "

96153-N "Curium" "CM"

97152-n "Berkelium" "BK"

98153-N "Californium" "CF"

99153-n "einsteinium" "ES"

100157-n "fermium" "fm"

101157-n "mendelevium" "md"

102157-n "nobelium" "no"

103159-1NULL "Lawrencium" "LR" False104161-N "Rutherfordium" "RF" F1051 63-N "Dubnium" "DB" F106165-N "Seaborgium" "SG" F107163-N "Bohrium" "BH" f " 108169-n "hassium"" HS "F109167-" Meitnerium "" MT "F110171-N" Darmstadtium "" DS "F1111169-N" Roentgenium "" RG "F112173-N" COPERNICIUM "" F113171-1Ull "Nihonium "" Nh "false114175-N "FLEROVIUM" "F115173-N" Moscovium "" MC "F116177-N" Livermorium "" LV "F117177-N" Tennessine "" TS "F118176-N" OG "F119178-N" Tritani UM ""TR" F120180-N "Duranium" "DR" F125198-N "Trinium" "KE" F174352140N "n aquadah 40N "Naquadria" "NQ" TRUE01000-1n "Neutronium" "NT"false7501000-1n" adamantium "" ad "false850900-1N" vibranium "" vb "false550670-1n" taranium "" tn "false element material example examples

#loader gregtech

Import Mods.gregtech.Material.MaterialBuilder;

Import Mods.gregtech.Material. Material;

Import Mods.gregtech.Material.elements;

var Ceu = Elements.add (999, 999, -1, NULL, "GTCEU", "CEU", False); // Create a New Element.


Var Element_material = MaterialBuilder (32006, "Element_material"). Element ("gtceu"). Build ();

Var au = Elements.get ("Gold"); // get an existing element.var Element_material = MaterialBuilder (32007, "Element_material"). Element ("GOLD"). Build ();

Element example

#loader gregtech

#priority 10000

Import Mods.gregtech.Material.MaterialBuilder;

Import Mods.gregtech.Material. Material;

Val Red_ireon = MaterialBuilder (32000, "Red_ronicon")

.Pers (). Fluid ()


.Color (0xf7b29b)

.Flags (["Generate_plate", "Generate_rop", "Generate_gear", "Decomposition_by_centrifuging"])))))]))])]

.Components ([*1, *1])

.CableProperties (32, 2, 1)

.Build ();

Val Glowing_redstone = MaterialBuilder (32001, "Glowing_redstone")

.Dust ()

.Color (0x774d05) .iconset ("bright")

.Flags (["Decomposition_by_centrifuging"])

.Components ([*1, *1])

.Build ();

Val Rare_IRON = MaterialBuilder (32002, "Rare_ioron")

.Pers (). Fluid ()

.Color (0x6ae26e) .iconset ("bright")

.Flags (["Generate_plate", "Generate_rop", "Generate_gear", "Disable_Decomposition"] .components

.CableProperties (8, 2, 1)

.Build ();

Val obsidian_steel = MaterialBuilder (32003, "Obsidian_steel")

.Pers (). Fluid ()

.Color (0x414751) .iconset ("Metallic")

.Flags (["Generate_plate", "Generate_rop", "Disable_Decomposition"]))]))]))]

.Components ([*1, *1])

.Build ();

Val Silicon_STEEL = MaterialBuilder (32004, "Silicon_steel")

.Pers (). Fluid ()

.Color (0xb2c0c1) .iconset ("shiny")

.Flags (["Generate_plate", "Generate_rop", "Generate_gear", "Decomposition_by_centrifuging"])))))]))])]

.Components ([*1, *1])

.Build ();

Val Rare_gold = MaterialBuilder (32005, "Rare_gold")

.Pers (). Fluid ()

.Color (0x755c40)

.Flags (["Generate_plate", "Disable_Decomposition"] .components ([*1, *1])

.Build ();

Material acquisition and modification

 materialregistry.Get (String MaterialName) 

MaterialName uses the registered name of the material to obtain the material.

 materialRegistry.getallmatermatics () 

Get all registered materials

There are also many material details, such as:::

 GetchemicalFormula () 

Get the chemical formula of the material.

 materialRGB 

Get the material RGB color.

 Radioactive 

Whether the return material is radioactive.

 Protons 

Back to the number of protons in the material


 neutrons 

Return to the number of neutron in the material

 Mass 

The total quality in the material

 AverageProtons 


The number of proton quantity is divided by the total amount of the ingredients in the material

 Averageneutrons 

Returns the number of neutron quantity divided by the total amount of ingredients in the material

 Averagedmass 

Return to the total amount of ingredients in the material

 BlastTempeature 

Back to the material of the material of the material

 camelcasename 

Camelcasename for the material.

The hump form of a string that is not localized, that is, the name of "My_material" returns "MyMaterial".

 unlocalizedName 

Back to the string of not localized names

 LocalizedName 

Back to the string of localization (translation) name (translation) name

 name 

Return to the name of the material.

Setter:

 Setformula (String Formula, @optional Boolean Withformatting) 

Set the chemical formula and tool prompts of this material.

Formula chemical string

@Optingal withformatting- Whether the formula and TOOLTIP application digital format (bidding, etc.)

 addflags (string [] names) 

Add other signs to this material.

Names-The logo string array to be added

 Setmaterialgb (int MaterialRGB) 

Set the color of this material.

The RGB color to be set by MaterialRGB.

example:

#loader gregtech

Import Mods.gregtech.Material.Material Registry;


Import Mods.gregtech.Material. Material;

var Gold = MaterialRegistry.get ("Gold");

var name = Gold.name; // "GOLD"

var color = GOLD.MATERIALGB; // 0xffe650

GOLD.SETFORMULA ("(AU) 2au", TRUE); // Set chemical formula

var Formula = Gold.getChemicalFormula (); // "(AU) 2AU"

Gold.addflags ("General_long_rop", "Generate_gear"); // Add golden rod and gold gear.

Heating coil

Add a new square heating coil.

 HeatingCoils.add (IBLOCKSTATE State, String name, Intterature, Int Level, INT DISCOUNT, INT Tier, Material Material).

example:


 Import Mods.gregtech.blocks.heatingCoils;

// Use Minecraft's soil to register a heating coil.

// 1400 Kailvin (K) temperature

// Level 2 (32*2 parallel (?) Multi -square melting furnace)

// Discount 4 (16/4 EU/t Burn a item)

// Tier 3 () Discounts for thermal solution furnace and oil cracking machine (?)

// Material Null (for the name of the soil block in Jei.)

HeatingCoils.add (, "DIRT", 1400, 2, 3, NULL);

// Register with oak wooden boards

// 1900K temperature


// Level 1 (32*1)

// discount 2 (16/2 EU/T each item)

// Tier 3 (thermal solution furnace and crack tower)


// Material Silver (name in Jei)

HeatingCoils.add (, "Planks", 1900, 1, 2, 3, );

Delete the existing heating coil:

 HeatingCoils.remove (IBLOCKSTATE State) 

example:

 Import Mods.gregtech.blocks.heatingCoils;

// It is easy to destroy the progress of the basic MOD, and there must be a way to bypass this deleted coil!Don't let the player pass!

// Delete the copper coil block.

HeatingCoils.remove ();

Machine and recipemap

GTCEU stores all the formula in a thing called recipemap. You can add or delete it. You need to use or retrieve recipeMaps. You need to import the corresponding package:

 Import Mods.gregtech.recipe.recipmap. 

Recipemaps uses name definition and also uses name retrieval.

example:

 Import Mods.gregtech.recipe.recipemap;

// Preferred method

Val AlLoy_smelter as recipemap = ;

// alternative

Val AlLoy_smelter_alternate as recipemap = recipemap.getBYNAME ("alloy_smelter");

It is recommended to set these variables to global variable global, so that it can be used in all scripts.

Gtceu's recipemap list:

The machine name recipemap name input output output fluid output fluid output alloy furnace alloy_smelter1 -2100 arc furnace ARC_FURNACE11 -410 -1 assembly machine ASSEMBLER1 -910-10 Assembly_line4 — 1610 -40 high pressure kettle AUTOCLAVE1-- 21-120 -1 rollboard machine BENDER2100 brewing roomBrewery1011 Tiber CANNER1 -21 -20 -10 -1 centrifuge0 -20 -60-10-6 Chemical immersion Chemical_bath11 -610 -1 Chemical_reactor0-20 -20 -2 Circuit assembly Circuir_Assembler 1-610-10 Coke_ove_ove_VOVEN CACESSOR1100 oil cracks Cracker 0-1021 -2 plate cutter Cutter11 -20-10 -10 -TORAT TEA RIC_BLAST_FURNACE1-31--30-10-1 Electric_furnace1100 electrolyzer Electrolyzer0 -20 -60-10 -6 electromagnetic mining machine Electromagnetic_separators11-3

Extractor Extractor0-100-100 -1 Moder EXTRUDER2100 Fermenter0-10-111 Fluid_heater1011 Fluid_solidifier1110 Forging Hammer Forming_Press2 - 6100 nuclear clustering reactor Fusion_reactor0021 GAS_Collector1001 clustering compressor Implosion_compressor2-31-12 large -scale chemical reactor large_chemical_reactor0 -30 -30-50-4 Precision laser etching machine Laser_engraver2100 Lathe11-12 Genator MACERATOR11 -400 Mass_fabricator0-100 -11 -2 mixer0 -6 0-10-20-11ORE_WASHER1 -21 -30-10 Backbone Packer1-21-12 Glass Packer1100 Polarizer 1100 Earth Blast PRIMITIVE_BLAST_FURNACE2 -31 -300 hotse_oven20-10-11 Copy machine Replicator10-11-20 - 1 broken Rock machine Rock_Breaker11-400 scanner scanner0-1210-10 Filter Sifter10 -600 Thermal centrifugal machine Thermal_centrifuge11 -300 vacuum freezer Vacuum_freezer0-10-10-110 Wiremill1100

List of the generator:


The name of the generator recipemap name input output The fluid input fluid output combustion generator Combustion_GENATOR0010 Gas_tubrine0010 Plasma engine Plasma_Gientor0010 -1 semi -liquid generator SEMI_FLUID_GENERATOR0010 steam turbine machine STEM_TUBRINE0010-1

New machine added by gtceu:

Fusion reactor: nuclear clustering reactor

Large Chemical Reactor: Large -scale chemical reactor

Assembly line:

Circuit Assembler: Circuit assembly machine

Mass Fabricator: Quality Generator

Replicator: copy machine

Scanner: scanner

GAS ConLlector: gas collector

ROCK BREAR


CEU deleted machine:

Microwave oven: It has been removed by CEU, but re -added and add some new features by the Gregtech Food Optionceu version.

Flike irrigation machine: now merged with the filling machine.

Flow extract machine: Now merged with the extraction machine.

Plasma arc furnace: now merged with the arc furnace.

UU increase liquid generator: It was not completed before and has been removed now.


Thermal generator: It was not completed before, and it has been removed now.

Recipebuilder

RECIPEBUILDERS is the function of creating RecipeMap for machines, which is very similar to CEU's new Material Builder system.

For those who have used GTCE in the past: PBF soil blast furnaces and coke furnaces are no longer special cases. Now use ordinary recipebuilder syntax.

After getting the RECIPEMAP instance, you can use their builder to build a formula. It is a bit like Java's Stream , which has the complete function of configuration formula.

Start the builder:

 my_recipemap_variable.recipeBuilder ();

// Example

.RecipeBuilder ();

This builder is only responsible for making one beginning, and other setter calls are needed.


RECIPEBUILDER all calls and setter

Item input:

 // Item input, use INGREDIENT

.inputs (INGREDIENT []) // Example

.inputs ()

.inputs (, *2, )

.inputs ([, , *64]


Flow input:

 // fluid input, what is needed is IliquidStack

.fluidinputs (iliquidstack [])

// Example

.fluidinputs ()

.fluidinputs (, *1296)

.fluidinputs ([*288, ]

Item output:

 // Item output, can only be used with IItemstack


.outputs (IITEMSTACK [])

// Example

.outputs ()

.outputs (, ))

.outputs ([, *64]

Flow output:

 // iliquidstack

.fluidoutputs (IliquidStack [])

// Example

.fluidoutputs ()

.fluidoutputs (, *1296)

.fluidoutputs

Probability item output:

 // IItemstack output items, int basic probability, int increase probability per level.10000 is 100%, 1 is 0.01%.

.Chancedoutput (IITEMSTACK, 0-10000, 0-10000)

// Example

// 100 is the basic probability of 1%, and then an increase of 0.5%per level

.Chancedoutput (, 100, 50)

This method can only use a single IITEMSTACK, and the accounting is included in the total output volume of RECIPEMAP. Both chances can be written 0, but do not write at the same time.At the same time, writing is that there is no chance to output why you should write

Programming circuit:

 // The number of the programming circuit is only from 0 to 32

.circuit (int)

// Example

.circuit (10)

To add a programming circuit to the formula, you need an int to determine the number of the programming circuit, from 0-32.

Using this method, the configuration circuit will automatically add to input without consumed. It is included in the total number of items, which is the limited number of machine input.

This can also be executed using Property, but this method is simpler and easier to use.Input without consuming items:

 // Work in .inputs (), but this item is not consumed by recipe

. NOTConsumable (IINGREDIENT [])

// Example

.notconsumable ())

.notconsumable (, )

It is recorded in the total number of machines input.

Flow that does not consume:

 // Work in .fluidinputs (), but this fluid is not consumed

.notConsumable (IliquidStack [])


// Example

.notconsumable (*144)

.notconsumable (*144, )

Turn into the total amount of fluid input.

Energy use:

 // Eu input per tick

.Eut (int)

// Example


.Eut (512)

This method sets the EU usage of each tick of the formula.

Formula time:

 // int time, unit tick

.duration (int)

// Example

.duration (60)


This method sets the formula time.

Hidden formula:

. hidden () 

Using this method will make this formula not appear in Jei.

Build and register:

. Buildandregister ()

This method is placed in the last use and ended this recipeBuilder.


example:

 Import Mods.gregtech.recipe.recipemap;

// brewing room

Val Brewer as recipemap = ;

brework.RecipeBuilder ()

.Inputs ())


.Fluidinputs ([*500])

.Outputs ( .firtStiTEM)

.Duration (40)

.Eut (120)

.Buildandregister ();

RecipeProperty formula attribute


The recipe attribute is the additional attributes of some formulas, allowing you to specify the added value.

Apply the attribute to the formula:

. Property (String name, object value) 


Name refers to the name of the attribute that needs to be added.

Available attributes:

The name value describes the additional programming circuit that Circuitint Number has just mentioned, and it is not recommended to use this.Dimensioninting Dimensionid gas collector, which dimension is available in which dimension is available.EU_TO_STARTINT EU starts EU.ExplosiveSiiteMStack/int AMount This configuration has two available values. One is IItemstack to set a special explosive for this formula; the other is int, which represents explosives input.Temperatureint Temperature Properties Example:


 Import Mods.gregtech.recipe.recipemap;

// Electric Blast Femace

Val Blast_furnace as recipemap = ;

blast_furnace.RcipeBuilder ()

.Inputs ())

.Fluidinputs ([*500])

.Outputs ( .firstiteM)

.Property ("Temperature", 1000)

.Duration (40)

.Eut (120)

.Buildandregister ();


Retrieval and delete

The retrieval and delete are used by recipemap itself.

example:

 Val Compressor as recipemap = ;

// FindRecipe (Long actual voltage, Iitemstack [] inputs, IliquidStack [] FLUIDINPUTS))

Compressor.findRecipe (2, [], null)

// Finally add a .remove () call to delete it. If it is not added, you will get this formula

Please note that it must be passed into the right recipemap, otherwise CRT throws a error.

Delete and add generator recipemap

example:

  .Recipebuilder ()

.Fluidinputs (*16) // fluid input

.Duration (2) // time

.Eut (32) // production capacity, also look for EU/TICK output

.Buildandregister (); // Construction

As for the specific method of deleting delete in Wiki, it is probably the same as the above FindRecipe.

Terminal and CRT

interface:

RegisterDevice (DeviceItemstack, Devicename) register a custom device.


CreateAppregistrybuilder (AppName)

Create Registrybuilder according to the application name.

IsdefaultApp (default)

Set it to the default application.

Battery (EUTIER, COST)

Set up all -level battery requirements.

Battery (Apptier, EUTIER, COST)

Set up specific battery requirements.


device (deviceName ...)

Set all levels of device requirements.(Default available: "Scanner", "Wireless", "Camera", "Solar_lv")

device (apptier, device ...)

Set up a specific level of device requirements.

upgrade (upgradeitemstack ...)

Set up upgrade requirements for all levels.

upgrade (apptier, upgradeitemstack ...)

Set up specific level upgrade requirements.


build ()

Complete and register.

example:

 Import Mods.gregtech.terminalRegistry;

TerminalRegistry.registerDevice ( .firstITEM, "Ingot_ioron");

TerminalRegistry.createAppregistrybuilder ("Ore_prospector")

.IsDefaultApp (true)

.Battery (1, 500)

.Battery (3, 3, 1000)

.Device ("Camera", "Wireless")

.Device (4, "Ingot_ioron")

.UpGrade (*9)

.Upgrade (2, *9, *12)

.Build ();

Demonstration in the game:

Custom device

Battery, equipment and upgrade

That's the second part. If you are helpful to you, can you recommend it?(shameless)

Attach the first tutorial link