Ingredients
Ingredient
s are predicate handlers for item-based inputs which check whether a certain ItemStack
meets the condition to be a valid input in a recipe. All vanilla recipes that take inputs use an Ingredient
or a list of Ingredient
s, which is then merged into a single Ingredient
.
Custom Ingredients
Custom ingredients can be specified by setting type
to the name of the [ingredient's serializer][serializer], with the exception of compound ingredients. When no type is specified, the vanilla ingredient is used. Custom ingredients can also easily be used in data generation by calling ICustomIngredient#toVanilla
.
NeoForge Types
NeoForge provides a few additional Ingredient
types for programmers to implement.
CompoundIngredient
Though they are functionally identical, compound ingredients replaces the way one would implement a list of ingredients in a recipe. They work as a set OR where the passed in stack must be within at least one of the supplied ingredients. This change was made to allow custom ingredients to work correctly within lists. As such, no type needs to be specified.
// For some input
[
// At least one of these ingredients must match to succeed
{
// Ingredient
},
{
// Custom ingredient
"type": "examplemod:example_ingredient"
}
]
DataComponentIngredient
DataComponentIngredient
s compare the item, damage, and data components on an ItemStack
. When strict
is true
, the ItemStack
is checked for an exact match. Otherwise, if only the components specified match, the ingredient will pass. This can be used by specifying the type
as neoforge:components
.
// For some input
{
"type": "neoforge:components",
// Can be either a single item or list of items
"items": "examplemod:example_item",
"components": {
// Add component information
},
// true requires an exact match
// false only requires a match of the specified components
"strict": true
}
IntersectionIngredient
IntersectionIngredient
s work as a set AND where the passed in stack must match all supplied ingredients. There must be at least two ingredients supplied to this. This can be used by specifying the type
as neoforge:intersection
.
// For some input
{
"type": "neoforge:intersection",
// All of these ingredients must return true to succeed
"children": [
{
// Ingredient 1
},
{
// Ingredient 2
}
// ...
]
}
DifferenceIngredient
DifferenceIngredient
s work as a set subtraction (SUB) where the passed in stack must match the first ingredient but must not match the second ingredient. This can be used by specifying the type
as neoforge:difference
.
// For some input
{
"type": "neoforge:difference",
"base": {
// Ingredient the stack is in
},
"subtracted": {
// Ingredient the stack is NOT in
}
}
Creating Custom Ingredients
Custom ingredients can be created by implementing ICustomIngredient
and registering the associated IngredientType to NeoForgeRegistries.Keys.INGREDIENT_TYPES
.
ICustomIngredient
There are four important methods to implement:
Method | Description |
---|---|
test | Returns true if the stack matches this ingredient. |
getItems | Returns the list of stacks this ingredient accepts; however, this does not need to be exhaustive as it is only for display purposes |
isSimple | Returns false if information on the stack needs to be tested, or true if only the item needs to be checked |
getType | Returns the type of this ingredient |
IngredientType
IngredientType
contains two values: a map codec used to encode and decode the ingredient, and a StreamCodec
to sync the ingredient if ICustomIngredient#isSimple
returns false
. If #isSimple
is true
, then IngredientType
has a constructor overload that only takes in the map codec.
The IngredientType
needs to be registered.
// For some DeferredRegister<IngredientType<?>> REGISTRAR
public static final DeferredHolder<IngredientType<?>, IngredientType<ExampleIngredient>> EXAMPLE_INGREDIENT = REGISTRAR.register(
"example_ingredient", () -> new IngredientType(...)
);
// In ExampleIngredient
@Override
public IngredientType<?> getType() {
return EXAMPLE_INGREDIENT.get();
}