You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Implement a way to generate new Materials for gregtech 6 using MineTweaker
Materials
Material Builder
Command for Material Tags
~~- [ ] Material Removal ~~ will not be implemented
Material Hiding
MaterialData Removal And Addition to/from Items - [ ] Json Materaial Dumper post poned
EventBased Material Registeration (if possible only register materials on loading the game and not on reload done)
Prefix
Prefix Builder
Prefix Registerstion
Materials can be made by calling the static method IMaterial.createNewMaterial where you pass an ID a the first argument and for second argument an OreDict Name, Optionaly you can pass LocalName for the third argument as well as it can be canged later using the builder.
Note that there is now 2 new script folders postPreInit and AfterInit the first used for material registeration and is called right after all mods are done trough their PreInit phase so the chance for conflict is minimized!
The latter AfterInit is not fully implemented yet and is going to be used for features such as adding new Machines TileEntities and all that good stuff!
This will return a builder which you can call methods on, if however the ID you chose was already occupied by an existing material the second OreDict name argument will be ignored (so it becomes optional) and you will retrive a builder to edit an already existing material.
Alternativrly you can call a IMaterial bracket handler's .edit() method which yields a Builder and you can edit material properties as above.
The text was updated successfully, but these errors were encountered:
Implement a way to generate new Materials for gregtech 6 using MineTweaker
Materials
~~- [ ] Material Removal ~~ will not be implemented
- [ ] Json Materaial Dumperpost ponedif possible only register materials on loading the game and not on reloaddone)Prefix
Materials can be made by calling the static method IMaterial.createNewMaterial where you pass an ID a the first argument and for second argument an OreDict Name, Optionaly you can pass LocalName for the third argument as well as it can be canged later using the builder.
Note that there is now 2 new script folders
postPreInit
andAfterInit
the first used for material registeration and is called right after all mods are done trough their PreInit phase so the chance for conflict is minimized!The latter
AfterInit
is not fully implemented yet and is going to be used for features such as adding new Machines TileEntities and all that good stuff!This will return a builder which you can call methods on, if however the ID you chose was already occupied by an existing material the second OreDict name argument will be ignored (so it becomes optional) and you will retrive a builder to edit an already existing material.
Alternativrly you can call a IMaterial bracket handler's .edit() method which yields a Builder and you can edit material properties as above.
The text was updated successfully, but these errors were encountered: