Posted May 15, 20214 yr Hi, I'm trying to register a new LootFunction to use in my loot table data generator. I was loosely basing it off of Astral Sorcery's loot table data generators, since I'm trying to achieve a similar effect. Here's my loot table provider: package org.tutmods.shungite.data; import com.google.common.collect.ImmutableList; import com.mojang.datafixers.util.Pair; import net.minecraft.block.Block; import net.minecraft.block.Blocks; import net.minecraft.data.DataGenerator; import net.minecraft.data.LootTableProvider; import net.minecraft.data.loot.BlockLootTables; import net.minecraft.enchantment.Enchantments; import net.minecraft.item.Item; import net.minecraft.item.Items; import net.minecraft.loot.ItemLootEntry; import net.minecraft.loot.LootParameterSet; import net.minecraft.loot.LootParameterSets; import net.minecraft.loot.LootPool; import net.minecraft.loot.LootTable; import net.minecraft.loot.LootTableManager; import net.minecraft.loot.RandomValueRange; import net.minecraft.loot.ValidationTracker; import net.minecraft.loot.functions.ApplyBonus; import net.minecraft.loot.functions.ExplosionDecay; import net.minecraft.util.ResourceLocation; import net.minecraftforge.fml.RegistryObject; import org.tutmods.shungite.loot.ShungiteCrystalPropertiesLoot; import org.tutmods.shungite.setup.ModBlocks; import org.tutmods.shungite.setup.ModItems; import org.tutmods.shungite.setup.Registration; import java.util.ArrayList; import java.util.List; import java.util.Map; import java.util.function.BiConsumer; import java.util.function.Consumer; import java.util.function.Supplier; import java.util.stream.Collectors; public class ModLootTableProvider extends LootTableProvider { public ModLootTableProvider(DataGenerator generator) { super(generator); } @Override protected List<Pair<Supplier<Consumer<BiConsumer<ResourceLocation, LootTable.Builder>>>, LootParameterSet>> getTables() { return ImmutableList.of(Pair.of(ModBlockLootTables::new, LootParameterSets.BLOCK)); } @Override protected void validate(Map<ResourceLocation, LootTable> map, ValidationTracker validationtracker) { map.forEach( (one, two) -> LootTableManager.validate(validationtracker, one, two)); } public static class ModBlockLootTables extends BlockLootTables { @Override protected void addTables() { this.add(ModBlocks.SHUNGITE_CRYSTAL_ORE.get(), (block) -> LootTable.lootTable() .withPool(LootPool.lootPool() .setRolls(RandomValueRange.between(2F, 5F)) .add(ItemLootEntry.lootTableItem(ModItems.SHUNGITE.get()) .apply(ExplosionDecay.explosionDecay()) .apply(ShungiteCrystalPropertiesLoot.builder())) )); } @Override protected Iterable<Block> getKnownBlocks() { return Registration.BLOCK_DEFERRED_REGISTER.getEntries() .stream().map(RegistryObject::get).collect(Collectors.toList()); } } } And the loot function I want to add: package org.tutmods.shungite.loot; import com.google.gson.JsonDeserializationContext; import com.google.gson.JsonObject; import net.minecraft.item.ItemStack; import net.minecraft.loot.LootContext; import net.minecraft.loot.LootFunction; import net.minecraft.loot.LootFunctionType; import net.minecraft.loot.conditions.ILootCondition; import org.tutmods.shungite.items.crystal.ShungiteCrystal; import org.tutmods.shungite.items.crystal.properties.ShungiteCrystalProperties; import org.tutmods.shungite.util.crystal.CrystalUtils; public class ShungiteCrystalPropertiesLoot extends LootFunction { protected ShungiteCrystalPropertiesLoot(ILootCondition[] conditions) { super(conditions); } @Override protected ItemStack run(ItemStack stack, LootContext lootContext) { if (stack.getItem() instanceof ShungiteCrystal) { final ShungiteCrystalProperties properties = CrystalPropertyGenerator.getRandomNewCrystalProperties(); CrystalUtils.putProperties(stack, properties); } return stack; } public static LootFunction.Builder<?> builder() { return simpleBuilder(ShungiteCrystalPropertiesLoot::new); } @Override public LootFunctionType getType() { return Functions.ShungiteCrystalsLoot; } public static class Functions { public static LootFunctionType ShungiteCrystalsLoot; } public static class Serializer extends LootFunction.Serializer<ShungiteCrystalPropertiesLoot> { @Override public ShungiteCrystalPropertiesLoot deserialize(JsonObject jsonObject, JsonDeserializationContext jsonDeserializationContext, ILootCondition[] iLootConditions) { return new ShungiteCrystalPropertiesLoot(iLootConditions); } } } I see Astral doing similar things here: https://github.com/HellFirePvP/AstralSorcery/blob/1.16-indev/src/main/java/hellfirepvp/astralsorcery/common/loot/RandomCrystalProperty.java https://github.com/HellFirePvP/AstralSorcery/blob/e8434f1a09356632babefee1925626dc3deefb2a/src/main/java/hellfirepvp/astralsorcery/datagen/data/loot/BlockLootTableProvider.java#L77 However, my trouble comes when running the data generator. I can't register the serializer as Astral does here https://github.com/HellFirePvP/AstralSorcery/blob/e8434f1a09356632babefee1925626dc3deefb2a/src/main/java/hellfirepvp/astralsorcery/common/registry/RegistryLoot.java#L49, since LootFunctionManager.register is private. Is there a new way of doing this? I tried just calling Registry.register as LootFunctionManager.register does itself, and I was able to generate JSON with that, however my game hung as soon as I broke the block; so I assume I'm doing something wrong. I saw there's a new DeferredRegister for LootModifiers, but I'm not sure if that fulfills the same role as a LootFunction? So I guess I have two questions: How do I register my serializer for my LootFunction correctly? What's the difference between a LootFunction and a LootModifier?
May 15, 20214 yr Author I see now Astral is able to do that since they use an access transformer for that function. https://github.com/HellFirePvP/AstralSorcery/blob/e8434f1a09356632babefee1925626dc3deefb2a/src/main/resources/META-INF/accesstransformer.cfg#L12 Is that the only way to do this?
May 15, 20214 yr Author Slight update - I had a bug in my code that caused minecraft to hang. Pretty sure directly registering it with Registry.register would have worked; but my question of how to do it the "right" way still stands. Right now the access transformer works as intended. Edited May 15, 20214 yr by Tut
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