GameStages is too simple

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

This tutorial is limited to version 1.12.


Itemstages item stage

First of all, it is not possible to guide the package.Guide package:

 Import Crafttweaker.Item.iitemstack; 

After that, we can import an item into the stage.Format:

 Mods.Itemstages.addItemstage

What if I don't know what to do?Hyperlink: mineral-MCMOD or MOD JEI extension

After that we can write:

 Import Crafttweaker.Item.iitemstack;

MODS.Itemstages.additeMStage ('Log', ); // Lock the log (mineral) to the 'log' stage

Effect:

The screenshot is too late, the word is a bit fading

The unknown bag in the figure comes from the unknown bag of MOD.

So how does this change the icon of the unknown item?You can take a look

The initial icon of this module is a question mark. How did I add this question mark to the outside circle:

Unzip this mod

Open the ASSETS folder

Open HardCoreItemstages folder

Open the textures folder

Open the Item folder

Edit unknown.png or find a picture yourself to rename it into unknown.png

Compression (do not choose HardCoreItemstages-1.12.2-x.x.x folder, you should choose the internal file)

We can change the name of the unknown item: might as well go

 // format

MODS.ITEMSTAGES.Setunfamiliarname ("Name", );

// Example

mods.itemstages.setunfamiliarname ("I am a paratrooper!",

mods.itemstages.setunfamiliarname ("I don't know what's useful, go home and let go of sheep you", );

MODS.ITEMSTAGES.Setunfamiliarname

You can also hide some information:

 // format

Mods.Itemstages.stageTooltip ("Phase", "Early Text of Sentence"); // This will hide all items interpretation lines (such as EMC: 1024 for a line).

// Example

mods.itemstages.stageTooltip ("mod.project", "emc:");

mods.itemstages.stageTooltip ("Mod.project", "EMC Together:");

Mods.Itemstages.stageTooltip ("INV", "§4 can only be used for synthetic");

Although it is the item stage, you can also hide the fluid: (can only be hidden in Jei)

 // format

mods.itemstages.stageliquid ("stage", );

// Example

mods.itemstages.stageliquid ("water", );

mods.itemstages.stageliquid ("lava", );

mods.itemstages.stageliquid ("alubras", );

If I don't know what to do if the fluid ID

You can use the /CT liquids command, which will import the fluid ID to the crafttweaker.log

This module can also be disabled

 // format

mods.itemstages.stageenchant ("stage", );

MODS.ITEMSTAGES.STAGEENCHANTBYLEVEL ("stage", .makeenchantment (enchanting level));

// Example

Mods.Itemstages.stageenchant ("Sea's Luck", ););););););););

Mods.iteMStages.stageenchantbylevel ("Sea's Luck_two", .makeenchantment (2)));

If I don't know what to do with the enchanting ID

You can use the /CT Enchants command, which will import the enchanting ID to the Crafttweaker. Log

Now you have learned two mods, the next is

Dimension StageS dimension stage

Guide package:

 Import Crafttweaker.Item.iitemstack;

Import Mods.dimensionStages.adddimensionStage; // Suggested guide package

Format:

 Mods.dimensionStages.adddimensionStage ("Game stage", dimension number); 

The dimension number can be queried by the/Forge Dimensions command

Example:

 Mods.dimensionStages.adddimensionStage ("Next Dimension", -1); //-1 is hell 

Note: Don't join the better portals mod, otherwise it will cause: (because players can skip the hell directly because players can directly skip the stage)

Effect:

It can be seen that it cannot enter hell

Biological stage

Guide package:

 Import Crafttweaker.Item.iitemstack; 

Format:

 mods.mobstages.addstage ("stage", "biological ID"); // The biological binding stage cannot be generated at this stage (a creature can only be bound for one stage)MODS.MOBSTAGES.Addreplacement

Mods.mobstages.addrangegrid)

mods.mobstages.togglespawner ("Biological ID", Boolean (True, False wrong));

MODS.MOBSTAGES.TOGGLESPAWNER

Example:

 Mods.mobstages.addstage ("Creeper", "Minecraft: Creepe");

Mods.mobstages.addreplacement ("Minecraft: Creeper", "Minecraft: Zombie");

mods.mobstages.addrange ("Minecraft: Creeper", 100); 100);

MODS.MOBSTAGES.TOGGLESPAWNER ("Minecraft: Creeper", TRUE, 1);

main idea:

I am afraid that the bitterness will only be generated in the Creeper stage, otherwise it will become a zombie, except

Formula

Guide package:

 Import Crafttweaker.Item.iitemstack; 

Add the synthesis (orderly) that is locking into stages (orderly)

Format

 mods.recipestages.Rcipes.addshaped ("formula name", "stage", , [[[

[, , ],

[, , ],

[, , ]); // If a grid does not need items, please change to NULL, such as:

// [, NULL, ]

// "Recipe Name" can be omitted

Example:

 Mods.Rcipestages.Rcipes.addshaped ("Crafting", , [

[, NULL, ],,

[, NULL, ],,

[, NULL, ]];

 Mods.Rcipestages.Rcipes.addshapeless ("formula name", "stage", , , , >, , , , , , ]);

// If the items required for the formula are less than nine, you can omit

For example, this transaction needle does not poke

 Mods.Rcipestages.Rcipes.addshapeless ("Log", "CRAFTING", , [Minecraft: Log>,  ]); 

Make the item's synthesis lock stage

Format

 Mods.Rcipestages.Rcipes.setRcipestage ("stage", );

mods.Recipestages.Rcipes.setRcipestage ("stage", "formula name");

Example:

 Mods.Rcipestages.Rcipes.setRcipestage ("Stone", );

Mods.Recipestages.recipes.setRcipestage ("Crafting", "A CRAFT NAME");

We can directly lock the MOD synthesis. If you don't even know the name of the MOD:/CT MODS

 Format

mods.Recipestages.Rcipes.setRcipestageBymod ("stage", "module");

Exemplary example

mods.Recipestages.recipes.setRcipestageBymod ("mc", "minecraft");

Ore stage

This MOD allows you to waste good things to hide ore or other blocks

Guide bag

 Import Crafttweaker.Item.iitemstack;

import crafttweaker.block.iblock;

Format

 mods.Orestages.orestages.addreplacement (stage, ore);

mods.orestages.Orestages.addreplacement (stage, ore, replace his ore);

mods.orestages.orestages.addreplacementbyid (stage, ore, replace his ore);

mods.orestages.orestages.addnondefaultingRePlacement (stage, ore);

MODS.Orestages.orestages.adddnondefaultingRePlacement (stage, ore, replace his ore); His ore); // Destruction with TNT drops the original ore

Example:

 mods.Orestages.orestages.addreplacementbyid ("ol", "Minecraft: potatoes:*", "Minecraft: tallGrass: 2");

Mods.orestages.orestages.addreplacementbyid ("ol", "Minecraft: WHEAT:*", "Minecraft: Carrots: 3");

Mods.orestages.orestages.addreplacementbyid ("ol", "Minecraft: Nether_wart:*", "Minecraft: Beetroots");

mods.orestages.orestages.addreplacement ("ol", , );

Mods.orestages.orestages.addreplacement ("ol", , );

Mods.orestages.orestages.addnondefaultingRePlacement ("ol", , );

Mods.orestages.orestages.addreplacement ("ol", , );

WAILA stage

Function: Let you hide the display of Here's what you're looking at module

Guide package (which package is used in which package is used)

 Import Mods.wailastages.addwailastage;

Import Mods.Wailastages.addrequirement;

Format

 mods.wailaprogression.addwailaStage ("stage"); // Players will not display the hwyla module GUI (that is, the name of the upper part) at the stage without stage)

Mods.Wailaprogression.addRequirement ("Phase", "Paragraph"); // Players will not display the sentences containing "first text" in the HWYLA module GUI without stage

Exemplary example

 mods.wailaprogression.addwailastage ("notaila");

Mods.WailaProgression.addrequirement ("Waila", "The Tools I need");

, then do these affiliated say it?