Adding blowing mold
Parameters used by molds:
{
"class": "glassmaking:glassmold",
"entityClass": "glassmaking:glassmold",
"variantgroups": [
{
"code": "state",
"states": ["opened", "closed"]
}
],
"attributes": {
"glassmaking:glassmold": {
"output": {
"type": "...",
"code": "..."
},
"recipe": [
{
"name": "...",
"code": "...",
"allowedVariants": [...],
"amount": ...,
"var": ...
}
],
"fillTime": ...
},
"contentsTransform": { ... }
}
}
To specify that a block is a mold, you need to use the block and entity class glassmaking:glassmold
.
The recipe is described in the glassmaking:glassmold
attribute, you can specify either a single entry or an array:
output
- what item will be crafted.recipe
- a recipe for creating, you can use layers with several types of glass.code
- glass codeamount
- required amount of glass (1000 units of glass are equivalent to one block by volume)-
var
- by how many units theamount
value can be exceeded. Specify if the recipe requires an exact amount. By default, a layer can consist of any amount of glass. name
- the name used for the wildcardallowedVariants
- allowed variants for wildcard
fillTime
- how many seconds the mold will fill (3 seconds by default).
If variantgroups
is used with the code state
, mold blowing is only possible in the closed state.
If the contentsTransform
attribute is specified, then the form will store the result in the internal inventory and display it until the item is picked up.
In the closed state, the item is not displayed.