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Posted (edited)

Item.Properties().fireResistant()
Example:

Spoiler

 

public static final RegistryObject<Item> GUNSHOTAMMO_9x8 = REGISTRY.register("gunshotammo_9x8",
            () -> new GunShotAmmo_9x8(new Item.Properties().tab(CreativeModeTab.TAB_MISC).setNoRepair().fireResistant()));

 

 

Edited by Luckydel
Posted
2 minutes ago, Luckydel said:

Item.Properties().fireResistant()
Example:

  Reveal hidden contents

 

public static final RegistryObject<Item> GUNSHOTAMMO_9x8 = REGISTRY.register("gunshotammo_9x8",
            () -> new GunShotAmmo_9x8(new Item.Properties().tab(CreativeModeTab.TAB_MISC).setNoRepair().fireResistant()));

 

 

I meant changing the property not in the Registry, but for an alreading existing Item. 

So something like that:

ItemStack playerItem = player.getMainHand;

playerItem.isFireResistant = true;

Posted

You can do that if you use an access transformer. https://forge.gemwire.uk/wiki/Access_Transformers

But that will change all ItemStacks for that item, not just the ItemStack being held by the player.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted (edited)

In that case it is the ItemEntity/ItemStack that needs to be fire proof not the Item.

 

To do that you would need to put some additional data in the ItemStack NBT to say it is fireproof.

Then when the ItemEntity is spawned into the world you replace it with your own custom ItemEntity that has something like:

   @Override
   public boolean isInvulnerableTo(DamageSource pSource) {
      return super.isInvulnerableTo(pSource) || pSource.isFire(); // Add check to ignore fire damage
   }

You can see an example of replacing an ItemEntity spawn here: 

https://github.com/MinecraftForge/MinecraftForge/blob/73c1934e7ef931bafbafd0ceb6dce4cdd5dc02a2/src/main/java/net/minecraftforge/common/ForgeInternalHandler.java#L36

Instead of checking for hasCustomEntity() you see if the ItemStack has your "fireproof" NBT.

Edited by warjort

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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