Posted February 17, 20232 yr Hi all. How can I change the max durability of a VANILLA tool to 1 or 0? ( Items and ItemStack do not have the setmaxdamage method ). Note: I had an idea that you can replace the vanilla tool with your own. But how can this be done? If the vanilla tool will still show up. Important note: If it is possible to somehow change the maximum strength, then even some AUTOCRAFTER needs to create a tool with exactly this strength!
February 17, 20232 yr This might not be the best idea but you can set up an event to detect when a player is holding a tool and then set the durability of the held tool to one. But I don't know how that would work. You can also use mixins but they are not super easy to learn and can break other mods. I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?
February 17, 20232 yr Author 1 minute ago, Hipposgrumm said: This might not be the best idea but you can set up an event to detect when a player is holding a tool and then set the durability of the held tool to one. But I don't know how that would work. You can also use mixins but they are not super easy to learn and can break other mods. But, if an "autocrafter" from another mod makes this tool, and then passes it on to the "block user", then the pickaxe will have 100% durability. You need to somehow avoid this.
February 17, 20232 yr You can use a mixin to modify Item.Properties, but that's not a good idea in the name of compatibility. Unfortunately, that is all that I know of. Sorry I could not be of more help. I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?
February 18, 20232 yr Author 16 hours ago, Hipposgrumm said: You can use a mixin to modify Item.Properties, but that's not a good idea in the name of compatibility. Unfortunately, that is all that I know of. Sorry I could not be of more help. Can you tell me why there might be compatibility issues?
February 18, 20232 yr If you have two mixins from two different mods mixing into the same method of the same class, each doing something different and then canceling the method, only one method will ever get run, possibly breaking the other mod entirely. I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?
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