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Posted

Hello,

 

I am currently making a milk crate where the player 'adds' milk to the block with right click and 'takes it out' with shift right click. The number of bottles stored just uses a blockstate called bottles. I have created 9 different models that change based on the number of bottles but am now stuck on making the item for the block. I want to be able to break a crate with 5 bottles in it and the item dropped have 5 bottles in the model. How is this done as now I only have an empty crate dropped when I break the block no matter the blockstate. 

 

Spoiler

milk_crate.json

 

{
  "forge_marker": 1,
  "defaults": {
    "model": "cheesetastic:milk_crate_empty",
    "transform": "forge:default-block"
  },
  "variants": {
    "bottles=0": {"model": "cheesetastic:milk_crate_empty"},
    "bottles=1": {"model": "cheesetastic:milk_crate_1"},
    "bottles=2": {"model": "cheesetastic:milk_crate_2"},
    "bottles=3": {"model": "cheesetastic:milk_crate_3"},
    "bottles=4": {"model": "cheesetastic:milk_crate_4"},
    "bottles=5": {"model": "cheesetastic:milk_crate_5"},
    "bottles=6": {"model": "cheesetastic:milk_crate_6"},
    "bottles=7": {"model": "cheesetastic:milk_crate_7"},
    "bottles=8": {"model": "cheesetastic:milk_crate_8"},
    "normal": [{}],
    "inventory": {"model": "cheesetastic:milk_crate_empty"}
  }
}

 

bottles.PNG

You need to, in some way, store how many bottles there are in the item stack's data.

Then you need to register different models based on that data.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

Thanks, Am I right in saying I can just use damage values for the bottles to items e.g.

Spoiler

@Override
	public int damageDropped(IBlockState state) {
		// TODO Auto-generated method stub
		return this.getMetaFromState(state);
	}

 

How do I then register item models based on the different damage values, will I just have to make 8 different items each with their own model?

Damage values are stored in metadata.

ModelLoader.setCustomModelResourceLocation takes an integer as it's second parameter. That parameter represents the metadata of the item.

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