Everything posted by Aarilight
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[1.10] Adding custom drops to a vanilla block (mob spawner)
Oh, I was being dumb. I saw .getDrops() and was thinking I'd need .setDrops(). It's the same object, so editing it does the same thing. #genius
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[Meta] There's a lot of spam
Sorry for reposting @SanAndreasP. I was looking for a topic about it, that's why I missed your post. =P I hope more anti-bot guards are put into place soon
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[1.10] Adding custom drops to a vanilla block (mob spawner)
@SubscribeEvent public static void onSpawnerHarvest(BlockEvent.HarvestDropsEvent event) { if (event.getState().getBlock() == Blocks.MOB_SPAWNER) { } } How do I edit the drops from here? the event doesn't seem to have any useful methods to replace them. Do I have to prevent the normal event and drop the items myself?
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[Meta] There's a lot of spam
I'm surprised if people haven't noticed the incredible amount of spam being posted on this site. Just wondering if there's anything in progress to prevent it. Captcha? Checking if posts aren't filled with random symbols? Rate-limiting? I'm not sure how much control you guys have over the forum software tho, I guess Again, just wondering, cause this site is really helpful and it's weird (and kinda depressing) to see all the spam =(
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[1.10] Adding custom drops to a vanilla block (mob spawner)
The only way I've seen to be able to change the drops of a block is to override Block.getDrops() in a Block subclass. Is there a way that I can modify the drops of a vanilla block without creating a subclass for it, and replacing instances of it in the world with my new one?
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[1.10] Defining recipes with stacks with NBT data that can be anything, but only if they match
It was number 2. Thanks again!
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[1.10] Defining recipes with stacks with NBT data that can be anything, but only if they match
Thank you very much! This was exactly what I was looking for. Don't mean to be a bother, but in your opinion, what would be the best way to check if an ItemStack is an item from my mod? Would it be stack.getItem() == myModItem?
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[1.10] Defining recipes with stacks with NBT data that can be anything, but only if they match
I want to make a recipe which is unfortunately kind of complex, and I'm not sure how to, or if there is a way to implement it. Here's the items it uses: souls:soulbook { EntityTag: { id: string }, ContainedEssence: byte } souls:essence { EntityTag: { id: string } } The recipe should be shapeless and take the soulbook and one essence. The recipe should only work if the soulbook.EntityTag.id equals the essence.EntityTag.id, and it should produce a soulbook with its ContainedEssence increased by 1. To make this work I would need some kind of custom recipe. I would have to override the method that checks if items are valid in a recipe, to check for these items, and then override the result as well. Is this even possible? Should I look into adding a GUI for my soulbook item?
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[1.10] Adding custom panes/bars
You just saved my morning, thank you.
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[1.10] Adding custom panes/bars
Panes/bars in vanilla share models & collisions, I'm fairly sure, just changing textures. I want to add in my own variant, a type of iron bars (made of a custom ingot). My current thinking of my options are: 1. Override addCollisionBoxToList and return all the collision boxes depending on the current blockstate. (This will probably be like 200 lines of coordinates and state checking, bleugh) 2. Find some way to copy the functionality from native panes/bars Does anyone know of a way to do this? If I have to do the first option I think I might just skip out on this idea haha
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