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Everything posted by poopoodice
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1.12.2 How do you add a custom pool to vanilla chest loot tables?
poopoodice replied to poopoodice's topic in Modder Support
Nvm, I sort it out! Thank you for your reply : ) -
Good point. Now he/she can make a item that without everything but the attributes he wants such as potion effect while leftclick on an entity. Nice.
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1.12.2 How do you add a custom pool to vanilla chest loot tables?
poopoodice replied to poopoodice's topic in Modder Support
Sorry but I still dont quite get it. Should I import a json file with pool or simply returns items in the function? Here is the forge documentation =>https://mcforge.readthedocs.io/en/latest/items/loot_tables/#modifying-vanilla-loot It says @SubscribeEvent public void lootLoad(LootTableLoadEvent evt) { if (evt.getName().toString().equals("minecraft:chests/simple_dungeon")) { // do stuff with evt.getTable() } } What specific thing I need to do with it? -
Yes, but since he/she wants an item that has the attribute of a sword but without attack damage, it will be an easier way to do it
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Mb I thought that images can explain more clear rather than words. I wont do that again
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you can override them once your iteminit extends ItemSword
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[1.14.4][SOLVED] drop block inventory on destroy
poopoodice replied to andGarrett's topic in Modder Support
i dont know if it still work in 1.14 but in 1.12 in the yourblock.java, you use breakBlock(). -
As title @SubscribeEvent public void lootLoad(LootTableLoadEvent evt) { if (evt.getName().toString().equals("minecraft:chests/simple_dungeon")) { evt.getTable().addPool(new LootPool(null, null, null, null, null))); } } for the arguments of LootPool, they should be net.minecraft.world.storage.loot.LootPool.LootPool(LootEntry[] lootEntriesIn, LootCondition[] poolConditionsIn, RandomValueRange rollsIn, RandomValueRange bonusRollsIn, String name) But I don't really understand what the arguments means and what they should be. Any reply will be appreciated
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Can't find minecraft source code in my workspace
poopoodice replied to Display.Name.Required's topic in Modder Support
You might missed some steps or downloaded the wrong files because in my Referenced Libraries there are 60+ files that end with .jar, not .io. Mine Referenced Libraries looks like this the location of the source code is in net package -
Forge runClient does not actually load the mod
poopoodice replied to cookiedragon234's topic in Modder Support
You can re-download the mdk, rename the file before you setup the workspace and eclipse. After that you just move the src folder to the new one and you should be fine. -
Forge runClient does not actually load the mod
poopoodice replied to cookiedragon234's topic in Modder Support
Last time that I happened to me is when I changed the folder's name after building the workspace. It normally means forge couldn't find the path of your mod. Have you rename any folder recently? -
May I have a look at your pickaxe json file and you should extend ItemPickaxe instead of Item if you are making a pickaxe
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[Solved] What might cause tile entities shares same result?
poopoodice replied to poopoodice's topic in Modder Support
Wow, they works! Thank you guys so much, Animefan8888 Ive subscribe to ur channel hope you can upload some nice tutorials, and jaminv thanks for all ur suggestions! -
[Solved] What might cause tile entities shares same result?
poopoodice replied to poopoodice's topic in Modder Support
How do I use it? Since I can't find something looks similiar -
[Solved] What might cause tile entities shares same result?
poopoodice replied to poopoodice's topic in Modder Support
Is copyItemStack(ItemStack stack) What Im looking for? -
[Solved] What might cause tile entities shares same result?
poopoodice replied to poopoodice's topic in Modder Support
Thank you, I will try it out -
[Solved] What might cause tile entities shares same result?
poopoodice replied to poopoodice's topic in Modder Support
i know all the codes are messy because Ive been working on these for quite a long time, how I wrote these code is basically read other mod's source code, but different mod had different setups, which makes me really confused. In the update() function, I tried multiple times to get it to work, so it's really messy but works. For me, the primary target is to make everything to work and then the efficient of the code runs. Thank you for you patients and all replies. I will record a video and what the problems looks like. And no, the code on the github is the latest Edit: Here is the video As you can see, 2 aluminium bars can produce a aluminium plate. To test the bug, I put 4 aluminium bars into the left workbench, which produces 2 plates, and I put 2 bars into the right one, which should produce only 1 plate, but in the vd, they share the results. -
[Solved] What might cause tile entities shares same result?
poopoodice replied to poopoodice's topic in Modder Support
github link at the above -
[Solved] What might cause tile entities shares same result?
poopoodice replied to poopoodice's topic in Modder Support
Is it only apply on tileentity class or include block class as well? -
As title, my custom furnace (with 3 inputs and 1 output) will sync all the custom furnace automatically. When one of the furnaces finish cooking, all the output slot of each custom furnace in the world will add by one. any reply will be appreciated Github https://github.com/poopoodice/Last-Day-on-Earth