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[1.12] getDrops method


Sommanker
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Hi,

I just went to create a block that is guaranteed to drop three different items (e.g. 1 of item a, 1 of item b and 1 of item c) when broken, which would, previously, have been done through the getDrops method in Block:

Spoiler

@Deprecated
    public List<ItemStack> getDrops(IBlockAccess world, BlockPos pos, IBlockState state, int fortune)
    {
        NonNullList<ItemStack> ret = NonNullList.create();
        getDrops(ret, world, pos, state, fortune);
        return ret;
    }

 

where you create a NonNullList with the items and return it.

However, this is deprecated, so now we should use the new getDrops method in Block:

Spoiler

/**
     * This gets a complete list of items dropped from this block.
     *
     * @param drops add all items this block drops to this drops list
     * @param world The current world
     * @param pos Block position in world
     * @param state Current state
     * @param fortune Breakers fortune level
     */
    public void getDrops(NonNullList<ItemStack> drops, IBlockAccess world, BlockPos pos, IBlockState state, int fortune)
    {
        Random rand = world instanceof World ? ((World)world).rand : RANDOM;

        int count = quantityDropped(state, fortune, rand);
        for (int i = 0; i < count; i++)
        {
            Item item = this.getItemDropped(state, rand, fortune);
            if (item != Items.AIR)
            {
                drops.add(new ItemStack(item, 1, this.damageDropped(state)));
            }
        }
    }

 

This instead takes the list as an argument, and returns nothing.

 

How does one use this new method? How will forge have the ItemStack list to pass when it is called, or do I have to call it myself - in which case, from where? I couldn't find anything in Block, and I don't know where else to look.

Thanks :)

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For these types of functions the list would simply be passed in already created (you dont have to make it yourself with 'new') and you simply add the drops to the list provided.

 

Because its passed by reference then the list will be the same once your function has completed, ready for forge to drop the items onto the ground (or more likely go through the event system first so other mods can make changes to the drops)

 

So just add a, b and c to drops

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7 minutes ago, Notunknown said:

For these types of functions the list would simply be passed in already created (you dont have to make it yourself with 'new') and you simply add the drops to the list provided.

 

Because its passed by reference then the list will be the same once your function has completed, ready for forge to drop the items onto the ground (or more likely go through the event system first so other mods can make changes to the drops)

 

So just add a, b and c to drops

I can't find any provided list - there doesn't seem to be a NonNullList declared in Block.

 

6 minutes ago, _Bedrockbreaker_ said:

I am thinking (which means I may be totally wrong) that you want to override the onBlockBroken method and call something that has a reference to a custom loot table which would allow to do almost anything with the blocks drops.

That could be it considering that onBlockDestroyedByPlayer (assuming that's what you meant since there is no onBlockBroken) has no body in the Block class, I'll give it a try.

Edited by Sommanker
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I doubt the list would be in the Block, but in whatever function calls getDrops. Your drops should be added to the NonNullList provided. For example:

 

public void getDrops(NonNullList<ItemStack> drops, IBlockAccess world, BlockPos pos, IBlockState state, int fortune)

{

super.getDrops(drops, world, pos, state, fortune);

drops.add(new ItemStack(Items.IRON_INGOT));

drops.add(new ItemStack(Items.GOLD_INGOT));

drops.add(new ItemStack(Items.DIAMOND));

}

Edited by Notunknown
Cant use forums xP
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Ok, so I therefore assume that I have to override the onBlockDestroyedByPlayer and the same for explosions so that I can do that?

And also override dropBlockAsItem and dropBlockAsItemWithChance, as they still use the deprecated for backwards compatibility meaning that I should un-override them again once the deprecated method is removed?

 

 

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dropBlockAsItemWithChance calls the deprecated getDrops at the moment though:

Spoiler

public void dropBlockAsItemWithChance(World worldIn, BlockPos pos, IBlockState state, float chance, int fortune)
    {
        if (!worldIn.isRemote && !worldIn.restoringBlockSnapshots) // do not drop items while restoring blockstates, prevents item dupe
        {
            List<ItemStack> drops = getDrops(worldIn, pos, state, fortune); // use the old method until it gets removed, for backward compatibility
            chance = net.minecraftforge.event.ForgeEventFactory.fireBlockHarvesting(drops, worldIn, pos, state, fortune, chance, false, harvesters.get());

            for (ItemStack drop : drops)
            {
                if (worldIn.rand.nextFloat() <= chance)
                {
                    spawnAsEntity(worldIn, pos, drop);
                }
            }
        }
    }

 

which has different arguments, so overriding the new getDrops won't affect it I thought?

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Ah, I think I understand, so the old getDrops is called automatically, so I don't need to override the onBlockDestroyed methods to call it, nor the dropBlockAsItem methods, so I just need to override the old getDrops to add stuff to the NonNullList it creates, and leave everything else the same, until the old getDrops method is removed.

I'll try it :3

If this is correct, it's kinda weird since the comments above the old getDrops tells you to use the other one...

Edited by Sommanker
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Yeah, but you can't override and use the new one because then there is no way to add items to the NonNullList which must be passed to it unless you override all the other methods I list in earlier posts, which I thought should be unnecessary (and I assumed will be when the deprecated getDrops is removed)?

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Yeah, so basically dont use getDrops(IBlockAccess, BlockPos, IBlockState, int) as it will probably be removed entirely by 1.13 and doesnt do anything important, either.

 

As for dropBlockAsItem and dropBlockAsItemWithChance, for most blocks you will not need to override either of those.

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1 minute ago, Sommanker said:

Yeah, but you can't override and use the new one because then there is no way to add items to the NonNullList which must be passed to it unless you override all the other methods I list in earlier posts, which I thought should be unnecessary (and I assumed will be when the deprecated getDrops is removed)?

What are you talking about? The non-deprecated version of getDrops lets you add things to the list just fine.

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NOSIGNATURE         Dramatic-Doors-Mod-1.18.1.jar                     |Dramatic Doors                |dramaticdoors                 |1.18.1-1.5.0        |DONE      |Manifest: NOSIGNATURE         TravelersBackpack-1.18.1-7.0.1.jar                |Traveler's Backpack           |travelersbackpack             |7.0.1               |DONE      |Manifest: NOSIGNATURE         foodsicles-1.18.1-1.0.4.jar                       |Foodsicles                    |foodsicles                    |1.18.1-1.0.4        |DONE      |Manifest: NOSIGNATURE     Crash Report UUID: d060c158-744d-48bd-ba52-bf8d49f5f8d2     FML: 39.0     Forge: net.minecraftforge:39.0.6
    • Hi guys! I currently have a project that I've been developing in a 'vanilla' environment that I'm actually looking to transfer over to Forge, simply because of how much better the experience would be using Forge. Before starting on this Forge mod, I was planning ahead and was looking at options for proxies, of which I would greatly like to use Velocity. In their docs and by asking around their Discord, they don't support support versions of Forge of 1.13 or later because of changes in the "handshake protocol". But I also really don't want to use an unsupported version of Forge, such as 1.12.2, to be able to use a proxy. I was pointed in the direction of potentially making my own client-side mod to allow Forge to be compatible with an updated proxy, such as Velocity. When asking for a direction for achieving this, I was told to have a look at how the Forge server implements logins and that the discrepancy might be with how modified the handshake protocol is. This sounds like quite the challenge to me and I'm completely up for trying to accomplish it. So for the sake of planning ahead and having a rough idea of how I could accomplish that when the time comes to work on it, has anyone else had experience with trying to achieve this? I appreciate any help or direction offered! Thanks! 
    • Been trying to set up a server for myself and a few friends through BisectHosting. I ended up replicating the server on my own computer to see if the issue persisted (if it was on bisect's end) and it was still there. Every time a player tries to connect to the server they start connecting but after only around 2 seconds the player is disconnected with the error message Payload size exceeds 1048576 bytes.  Upon inspection of the server debug file, the player always disconnects while fmlhandshake ticking packet info is being sent, and I have repeatedly made sure the mods and their configs are identical. I tried to get RandomPatches to increase the max allowed byte size, as the default seems to be 32767, but either something is wrong with it or some other mod is limiting the packet size limit.     Server Debug: https://pastebin.com/xZLbtdQB (only includes portions from after the server launched as I couldn't upload the whole file) Server Log: https://pastebin.com/yrJ3tNaW (similarly only after server launched (hence the weird say commands) Client Log: https://pastebin.com/inSzZV96 (whole thing for once) Modlist: https://pastebin.com/Qvurg45j (All but Optifine and BetterFoliage are present on the server as they have caused issues during startup)   Honestly stumped on how to fix this, been working on it for 10 hours across two days to no avail.
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