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BloodshotPico

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  1. Yeah gonna catch up on them now. Thanks for the help.
  2. Wasn't sure on if that would work due to the way Forge has changed since then, and I mean I've only been doing this for around a week or two myself so It's all new to me but I remember forge going under some big changes since back then is all.
  3. So you're saying using that code is still relevant?
  4. I've been looking around for up to date experience drop methods but the closest I've come to is this thread here from the Minecraft Forums, but this is for 1.7.10 and I'm guessing these no longer work anymore? https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/2617597-tutorial-how-to-add-xp-drops-to-custom-ore-blocks If not then I'm not sure on how I'd go onto doing this, other than looking at someone else's code, but that'd be my last resort into doing this. I bet it's an easy one too. ^^' ~Blood
  5. Yeah I know, I'll just wait for that to come out and hopefully have the correct values there, thanks for the info man, big time thanks for it.
  6. This is supposed to be fixed in the new update 1.13? Of forge.
  7. That was my issue it wasn't burning to the value I wanted, is there anyway around it being limited to that value at all? Or is that a hard limit? Thanks for the information too.
  8. Regarding this same issue, how do I make an item last for 8-9 stacks of items along with 81 stacks of items? This is the 81 stacks of items code (Or along 81 stacks or something :') ) package com.bloodshotpico.overwhelmingores.items; import net.minecraft.item.ItemStack; public class ItemPristine extends ItemBase { public ItemPristine(String name) { super(name); } @Override public int getItemBurnTime(ItemStack itemstack) { return 1036800; } } Any help with this? Thanks in advance.
  9. Thanks for the response, with that I've found more information on it like here:
  10. Hello so I've been looking around and I haven't yet found anything for the updated version of forge for the fuel values of items and was wondering if anyone would be able to shed some light upon this at all? It's just the basics I'm looking for, something like giving the item the properties of coal yet changing the value to be something custom. I am currently running the latest version of the mdk (by accident) 1.12.2 - 14.23.5.2770 Thanks for any help in advance. ~Blood
  11. Hello so I was wondering if I am to have a Block let's say for example Ruby Ore, and this Ruby Ore needs level 4 harvest level = Meaning diamond cannot mine it, how would this be done since this is currently what I have for my code: setSoundType(SoundType.STONE); setHardness(5.0F); setResistance(30.0F); setHarvestLevel("pickaxe", 12); //Sets the Light Level (Makes the block emit light) //setLightLevel(1.0F); //Sets the Opacity Level (Makes the block like glass) //setLightOpacity(1); //Makes the block unbreakable //setBlockUnbreakable(); How come a diamond pick can still mine this? What would I have to do to make "more/new" harvest levels? Source: https://github.com/BloodshotPico/GemsAndMinerals ~Blood
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