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[Enhancement]: Have JEI output multiplier match-up to the value of the config. #70
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Hmm actually >.> So while digging through the code I see that the level cases range from 0-4 and not 1-5. This also means that the system would work something like:
What I don't get then is the use of the output multiplier in the crafttweaker support?
I'm guessing it's due to an existing recipe multiplier(?) or does it replace the Axe Level Multiplier? |
When you register a recipe, the output multiplier specified in the recipe gets used. It happens to default to 2, but other values are possible. The effective formula is: Recipe Output Multiplier * Axe Level Multiplier * Fortune |
The values from JEI might be wrong, I just haven't gotten around to checking this. |
What Multiplier Value does Fortune apply per level? |
I apply fortune differently than for vanilla mining: the multiplier is calculated as: 1+Random(0..Fortune Level), meaning a Fortune I has a chance to drop 2x, Fortune II has a chance to drop 3x, and Fortune III a chance to drop 4x. |
So the output formula would be something akin to:
|
No. No "Default output". If the recipe has a 2, and the axe is tier 3, the output per item will be 6. |
If on top of that you have Fortune III, then the output will be ANYWHERE from 6 to 24. |
Hmm Interesting |
So I'm guessing this means that by default it "assumes" all recipes should have an output of 1 that it applies it math. Meaning an example like the one above:
The value of "*2" on the output is redundant(?) since it counts: Sorry if I'm a bit slow on this x'D |
Well so far as multiplication goes, you can always multiply by 1 as many times as you want. |
But I see the problem, you are applying a count to the output itemstack. I ignore that count. Completely. By which I mean, it's the 1.0 that matters, not the *2 in the item. |
Okay good to know. On a slightly related/unrelated topic. |
There isn't a 0..4 limit. If a mod adds an axe that has level 1000, then "1000" will be used in the formula. |
Oh Nice! |
Final Question: |
P.s should I leave this issue open for reference sake or close it? |
If an item is present in the axe levels, that number is used. Meaning you can technically override the default value for an axe. Note however that this is limited, since it can't do NBT matching for mod items where the tier is defined in NBT. Leave it open, the question of the axe multipliers in JEI is still not resolved, is it? |
It's "kinda" resolved since my assumption on the math was flawed. Would also be good on a seperate note if the Custom Axes section also had a input example:
Could be:
|
MC: 1.12.2
Forge: "Forge-14.23.1.2590"
Survivalist: "Survivalist-1.12.2-2.1.4"
See #46 for Reference.
Currently it doesn't seem that JEI updates to reflect the changes done to:
See Example:
Config: https://i.imgur.com/lYMHfbq.png
In-Game:
https://i.imgur.com/2F3asRw.png
https://i.imgur.com/5VXE02F.png
https://i.imgur.com/8yxlR8G.png
https://i.imgur.com/O4s6cjO.png
https://i.imgur.com/rbVtj2Z.png
Some of the values are changed due to scripts I've set-up:
And before you ask, I've set-up scripts for these so I can tweak output values and amounts depending on the planks in question for...... nefarious reasons >.>
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