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Structure Chests
Have you taken a look at the code in your editor for other gen structures? Specifically in net.minecraft.village. This line caught my eye, not sure if it's really what your looking for. Have a look through that class, there should be some loot-generation code along the lines of what you're looking for.
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[Resolved] Textures Not Binding to Items
Yes, and this what is called "cargo cult programming". It works for one person, so then other people start copying it without thinking. (And yes, this happens to pretty much every beginner, myself included. It's how you learn. )
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[Resolved] Textures Not Binding to Items
You also have a FileNotFound for ruby.json. Are you sure you're directing it to the right path?
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Hopper Items Not Appearing In Chest
This is the slot code used in my custom container class: If I remove the for loop and just make it a single row of 9 slots (like a hotbar) it works fine, I put the items in the hopper, they transfer to the chest, works great. When I create this for loop for another row above the first one, the items transfer from the hopper into the chest, but don't actually appear in the chest. The funny thing is, when I break the container, they do drop the items into the world just fine. I am pretty sure this is not a capabilities issue, because the for loop is the direct result of the mysterious disappearing of said hopper-transfer-items. Thanks.
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New Crafting Table Type
Yep it was confused. Thanks.
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New Crafting Table Type
So then how would I tell the "SlotCrafting" class, (or whichever class responsible) to look for the json?
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1.12.2 PVP Question
There's LivingHurtEvent and LivingAttackEvent. This sounds like what you're looking for.
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New Crafting Table Type
Ok, I was wondering about customization, and hardcoding it didn't seem quite right. Thanks.
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[1.12.2] Items don't drop when I break my custom chest [SOLVED]
In the breakBlock method, loop through the inventory's slots. Create a new EntityItem in the for loop and then call spawnAsEntity. I think InventoryHelper#dropInventoryItems wants an IInventory, which probably won't work in your case. This is somewhat how I did it, and I use ItemStackHandler.
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New Crafting Table Type
Ok thanks. I have just been told to use an itemstackhandler and not use the vanilla "IInventory". I'll look through the git some more.
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New Crafting Table Type
Thanks for the response, just to clarify it looks like you're using IInventory? Would it look much different to use IItemStackHandler? I just noticed this in your TileEntity as well as your container. 2nd question is, when you're adding a recipe, are you actually hardcoding that in the recipes java class, or do you then define it in json format?
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New Crafting Table Type
Basically I'm trying to create a crafting system, where instead of creating a shape and getting a result in the 3x3 table, you open up the custom interface, put the two items in their respective slots and get the output. (e.g., instead of surrounding an apple with gold, put the gold in the first slot, apple in the second, and the result is a golden apple.) I've taken a look at ContainerWorkbench, but what really is the proper way to create a "crafting" slot that looks specifically for two items and provides you with a result? I already have the interface working, gui, tileentity (which I might not need...) etc. Just wondering specifically about the crafting mechanic. Thanks.
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Third-person sword/tool models?
instead of item/generated in your item json.
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TileEntity that extends TileEntityLockableLoot
Yep, definitely, thanks to both of you.
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TileEntity that extends TileEntityLockableLoot
That was it, thanks.
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