perromercenary00 Posted May 30, 2016 Posted May 30, 2016 good days actually im fixing mi extructures, a waled village and a sewer under and i want to make chess whith custome loot i know is diferent from what i have in 1.8 how do i fill a vainilla chest in mi extructures whith the ramdom loot youl find in a vainilla dungeon where i must look at ?? thanks for reading Quote
perromercenary00 Posted May 30, 2016 Author Posted May 30, 2016 good days actually im fixing mi extructures, a waled village and a sewer under and i want to make chess whith custome loot i know is diferent from what i have in 1.8 how do i fill a vainilla chest in mi extructures whith the ramdom loot youl find in a vainilla dungeon where i must look at ?? thanks for reading Quote
Choonster Posted May 30, 2016 Posted May 30, 2016 Use TileEntityLockableLoot#setLootTable (inherited by TileEntityChest ) to set the loot table and seed used to generate loot when the chest is first opened. Minecraft stores the ResourceLocation s of its loot tables in LootTableList . Quote 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.
Choonster Posted May 30, 2016 Posted May 30, 2016 Use TileEntityLockableLoot#setLootTable (inherited by TileEntityChest ) to set the loot table and seed used to generate loot when the chest is first opened. Minecraft stores the ResourceLocation s of its loot tables in LootTableList . Quote 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.
perromercenary00 Posted June 4, 2016 Author Posted June 4, 2016 well thanks i manage to generate a chest and get some loot tables but two things puzless me Block chest = Blocks.CHEST; worldIn.setBlockState(tgt, chest.getDefaultState() ); TileEntityLockableLoot te = (TileEntityLockableLoot) worldIn.getTileEntity(tgt); te.setInventorySlotContents(2, new ItemStack(MMAF.parte_culataAcero,1,0) ); //te.getLootTable(); ResourceLocation cityEnd = LootTableList.CHESTS_END_CITY_TREASURE; te.setLootTable(cityEnd, 32000000L); the first is long parameter on te.setLootTable(cityEnd, 32000000L); i think i must set some kind of ramdom here but what coulbe the limits ?? or best saying what is the minimun value whith i have loot and whats its the max value whith ill have the more of the loot. long l = ((long) (Math.random() * 9223372036854775807L )); te.setLootTable(cityEnd, l); the second is how to add mi mod items to this loot tables, in 1.8 i do ChestGenHooks.getInfo(ChestGenHooks.BONUS_CHEST).addItem(new WeightedRandomChestContent(new ItemStack(MercenaryModItems.maletin00, 1,3),1,1,15)); inside the init() from mi main class but here in 9.4 seems not to work or i must create some sort of this loot table thanks for reading Quote
Choonster Posted June 4, 2016 Posted June 4, 2016 the first is long parameter on te.setLootTable(cityEnd, 32000000L); i think i must set some kind of ramdom here but what coulbe the limits ?? or best saying what is the minimun value whith i have loot and whats its the max value whith ill have the more of the loot. The second argument is a seed for the Random object used to select the loot. the second is how to add mi mod items to this loot tables, in 1.8 i do ChestGenHooks.getInfo(ChestGenHooks.BONUS_CHEST).addItem(new WeightedRandomChestContent(new ItemStack(MercenaryModItems.maletin00, 1,3),1,1,15)); inside the init() from mi main class but here in 9.4 seems not to work or i must create some sort of this loot table Subscribe to LootTableLoadEvent to modify a LootTable as it's loaded. To add an item to a LootTable , get the appropriate LootPool from the LootTable , create a LootEntryItem and then add it to the LootPool . You can also create a new LootPool containing the appropriate LootEntries and add it to the LootTable . Forge names vanilla LootPool s "poolN" (where N is the 0-based pool index). Quote 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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