Posted May 22, 20169 yr So I have this code which makes it so that my ores drop an item rather than themselves (like Diamond Ore does) but I can't get it to drop more with fortune, how would I make it so that they multiply with fortune like diamond ore does? package com.MonstrousApple.mod.gems; import java.util.Random; import com.MonstrousApple.mod.MAGlobal; import com.MonstrousApple.mod.items.MAItems; import com.MonstrousApple.mod.ores.MAOres; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Items; import net.minecraft.item.Item; public class MAGem extends Block { public MAGem(String unlocalizedName, Material material, float hardness, float resistance) { super(material); this.setCreativeTab(MAGlobal.maCreativeTabOres); this.setUnlocalizedName(unlocalizedName); this.setHardness(hardness); this.setResistance(resistance); } public Item getItemDropped(IBlockState state, Random rand, int fortune) { if (this == MAGems.SapphireOre) { return MAItems.Sapphire; } else if (this == MAGems.RubyOre) { return MAItems.Ruby; } else { return null; } } public int quantityDropped(Random random) { if (this == MAGems.SapphireOre) { return 4 + random.nextInt(5); } else if (this == MAGems.RubyOre) { return 4 + random.nextInt(5); } else { return 0; } } }
May 22, 20169 yr Override Block#quantityDropped(IBlockState, int, Random) instead of Block#quantityDropped(Random) , this gives you the fortune level. I would personally recommend having fields to store the dropped item and quantity rather than checking which instance this is, it makes your code more extendable. Side note: Always annotate override methods with @Override so you get a compiler error if they don't override a super method. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
May 22, 20169 yr Author So like this? Or is there more to add? package com.MonstrousApple.mod.gems; import java.util.Random; import com.MonstrousApple.mod.MAGlobal; import com.MonstrousApple.mod.items.MAItems; import com.MonstrousApple.mod.ores.MAOres; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Items; import net.minecraft.item.Item; public class MAGem extends Block { public MAGem(String unlocalizedName, Material material, float hardness, float resistance) { super(material); this.setCreativeTab(MAGlobal.maCreativeTabOres); this.setUnlocalizedName(unlocalizedName); this.setHardness(hardness); this.setResistance(resistance); } @Override public Item getItemDropped(IBlockState state, Random random, int fortune) { if (this == MAGems.SapphireOre) { return MAItems.Sapphire; } else if (this == MAGems.RubyOre) { return MAItems.Ruby; } else if (this == MAGems.DiamondOre) { return Items.diamond; } else { return null; } } public int quantityDropped(IBlockState state, int fortune, Random random) { if (this == MAGems.SapphireOre) { return 4 + random.nextInt(5); } else if (this == MAGems.RubyOre) { return 4 + random.nextInt(5); } else { return 0; } } }
May 22, 20169 yr Your new code is doing exactly the same thing as your old code, you need to add the fortune bonus yourself. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
May 22, 20169 yr Look at BlockOre#quantityDroppedWithBonus to see how vanilla ores add the fortune bonus. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
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