Set the Smoker will set the Campfire with Recipes

Published by Goldorion on Sat, 03/21/2020 - 14:30
Status
Can not reproduce
Type
Product/platform
Not applicable
Priority
Normal
Issue description

Hi,

When we set a recipe for the smoker, MCreator will set this recipe for the campfire. (How did you make that? Copy and paste the code of the campfire and forgot to change? xD)
I give you some screenshots to illustrate what I mean.

And here is a short video in Minecraft. https://imgur.com/a/FNHpDlv

Attachment Size
The recipe1.38 MB 1.38 MB
The code of the same element37.22 KB 37.22 KB
The test workspace I created with the second snapshot7.52 KB 7.52 KB

Issue comments

I attached my workspace, and I'm trying to check if it only happens with recipes created with the last snapshot (the second) because I created this recipe with the last snapshot.

It was indeed set to smoking in the workspace but there was cooking in the code, but I have opened it and saved again and now it is properly smoking. Strange. Do you have any other details about how this could happen?

It's very strange. i tried to test different things, but it was working. Now, I try to import an other workspace i created with the second snapshot (with only one recipe element), and it doesn't seem to load. It is always at "Removing autogenerated code", but I didn't have this problem with the workspace I gave you. I will try to make more tests, and I will give you news if I find something.

Now, I try to import an other workspace i created with the second snapshot (with only one recipe element), and it doesn't seem to load.

Attach this workspace, please.

i found the problem. It's not an importation problem. I have two recipes with the same registry name (cooked_venison), but one is a smoker recipe, and the other one is a camp_fire recipe. So, when I save the smoker recipe, the two recipes will be smoker recipes, but when I save the campfire recipe, the two recipes will be recipes for camp fire.

 

I don't know if I'm clear, but the problem is when you have more than one mod element with the same registry name even if they are for different crafting blocks, the last element you have saved, the others elements (even if you have put different names for MCreator) will have the same crafting blocks.

For example, if we take my two problems, I have one recipe (named CookedVenisonSmoker) for the smoker, and its registry name is cooked_venison, and a second recipe (named CokkedVenisonCampfire) and its registry name is also cooked_venison. When I will save the second element (campfire), as they have the same registry name, MCreator think the two recipe elements are the same files, so it will change "smoking" for "campfire_cooking".

So, I think that the only way I can fix this is to put different registry names.

I added a GUI (with the second snapshot) and when I opened the same workspace with the pre-release, it loads in 2 seconds. i thin it didn't load because there wasn't files in the "Source" folder.

I don't know if I'm clear, but the problem is when you have more than one mod element with the same registry name even if they are for different crafting blocks, the last element you have saved, the others elements (even if you have put different names for MCreator) will have the same crafting blocks.

This is totally normal, two items can not have the same registry name.

For the import problem, I will fix this bug in the release, in some cases import can fail.

i thin it didn't load because there wasn't files in the "Source" folder.

That is correct, I will fix this :)



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