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Posted

I have an event where when the block is broken, a random item is dropped, although, sometimes, the item isn't dropped. The item is spanwed in the generate() method, and my item's name is Lucky Ore. Here's my code:

@Override
	public void onBlockDestroyedByPlayer(World worldIn, BlockPos pos, IBlockState state) {
		// TODO Auto-generated method stub
		super.onBlockDestroyedByPlayer(worldIn, pos, state);
		Random random = new Random();
		int index = random.nextInt(GameRegistry.findRegistry(Item.class).getValues().size());
		
		if (this.name == "Lucky Ore" && !world.isRemote)
		{
			generate();
		}
	}

	@Override
	public void onBlockDestroyedByExplosion(World worldIn, BlockPos pos, Explosion explosionIn) {
		// TODO Auto-generated method stub
		super.onBlockDestroyedByExplosion(worldIn, pos, explosionIn);

		if (this.name == "Lucky Ore" && !world.isRemote)
		{
			generate();
		}
	}
	
	
	public void generate(){
		
		Random random = new Random();
		int index = random.nextInt(GameRegistry.findRegistry(Item.class).getValues().size());
		world.spawnEntity(new EntityItem(world, pos.getX(), pos.getY(), pos.getZ(), new ItemStack(GameRegistry.findRegistry(Item.class).getValues().get(index))));
		System.out.println("Item Dropped: " + GameRegistry.findRegistry(Item.class).getValues().get(index));
	}

 

Edited by Nathansmash9000

You are re-inventing the wheel. Look at the Block::getDrops, Block::getItemDropped and Block::quantityDropped methods. You can override these to set what is dropped when a block is broken.

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