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Showing content with the highest reputation on 11/03/21 in Posts

  1. Xironite Minecraft Server [1.8.x – 1.18.x] Xironite is a server dedicated to interacting with our community through hosting events and listening to player feedback! Our main feature is Towny! Towny gives our players a chance to work together and try to make the largest town while recruiting more players to help them. If competition is more your speed, you can compete against other towns in a variety of contests! You can do anything you want, from creating the largest town with your friends to dominating the economy and skill leaderboards! Xironite also adds a tonne of features to Survival, making it feel fresh once again. From custom enchants and tools to dungeons and bosses that will test your skills, Xironite has plenty to keep you busy! On top of all that, our player ranks can be earned in-game through playtime and resource gathering. No need to pay for cool perks! Xironite is constantly evolving based on player feedback and ideas from our amazing management. Join now before you miss our next event! How to Join? Join now using our IP: mc.xironite.org Features Bosses Dungeons Crates & Lootbags Events Robust Anti-Cheat Friendly & Active Community Custom Enchants Custom Tools & Armour PyroMining & PyroFishing Player Feedback & Suggestions Custom Textures ...and much more! Social Media Discord Instagram TikTok YouTube
  2. Kk, thanks. It does, anyways thanks!
  3. Alright, so after a whole morning of tries, I finally got it working! Let's say I have this object inside my GLM json { "item": "minecraft:emerald", "chance": 0.0265, "functions": [ { "function": "minecraft:set_count", "count": { "type": "minecraft:uniform", "min": 2.0, "max": 7.0 }, "add": false } ] } where I am saying that the emerald has a 2.65% chacne of being inside the chest loot. But, I want that the stack, if any, must be between 2 and 7 items. Sure I can add my "min" and "max" parameters, but since we already have a function that does this, why not using it? So I added the vanilla set_count function, using the exact same syntax as any vanilla loot table. In the deserializer (the class that extends GlobalLootModifierSerializer) I can read the functions array by doing so var functionsArray = jsonObject.getAsJsonArray("functions"); if(functionsArray != null) { var functions = Deserializers.createFunctionSerializer().create().fromJson(functionsArray, LootItemFunction[].class); } This will return a LootItemFunction array that is the actual list of functions that are specified inside the JSON, correctly deserialized. So we can store these functions and use them when adding the ItemStack to the generated loot, by doing a simple for loop var stack = new ItemStack(item); if(functions != null && !functions.isEmpty()) { functions.forEach(function -> function.apply(stack, context)); } By doing that the function will be applied to the item of the GLM! Of course we are not limited by the set_count, but we can use any vanilla function as we want (I think even custom functions, but I'm not sure about this since I haven't any of these). To correctly serialize said functions, inside the write method, we can use this function Deserializers.createFunctionSerializer().create().toJsonTree(functions) assuming that functions is a variable containing all of the functions previously deserialized
  4. Basically yes. You're probably going to have to do some poking around and testing on your own, but the Java side of a GlobalLootModifier is code like any other class, which means it has access to the vanilla loot functions. Just implement the doApply function and you're set. If you're clever enough you can make your modifier parse the desired loot function and do a lookup (via the existing registry), rather than only do one thing. The only reason that loot functions aren't parsed and handled for you (the way conditions are) is because generally a modifier is a loot function (that is, performing the same role), so there wasn't an explicit need.
  5. I have today, the 02.11, good conscience updated my Minecraft Launcher and now have instead of Mojang Minecraft version 1.0.0.0 the Microsoft Studios Minecraft version 1.0.92.0 and now the setup can no longer locate my Minecraft installation path to my amazement the competitor fabric finds this without any problems, but since I'm forge lover and fabric is only a stopgap solution I regret this deeply and hope for a solution from you soon.
  6. I FOUND A FIX AROUND THIS PROBLEM But devs, please add a native support to microsoft store version. ___ Go to your .minecraft folder (ex: "C:\Users\username\AppData\Roaming\.minecraft") Copy and paste "launcher_profiles_microsoft_store.json" Rename the new copy to "launcher_profiles.json" Use the installer to install the client. After it's done, change the name from "launcher_profiles.json" to "launcher_profiles_microsoft_store.json" (or just edit it's content with notepad++) Don't forget to get a backup while you're doing that.

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