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Posted (edited)

Hi! I'm new on this forum. So that's the problem:

 

I'm trying to add custom items to  vanilla mob drops.

I've got 2 problems:

 

1) I can't insert metadata in the dropped item:

 

        @SubscribeEvent
		public void parrotDrop(LootTableLoadEvent event) {
	    
	    if (event.getName().equals(LootTableList.ENTITIES_PARROT)) {
		   	 
	        final LootPool main = event.getTable().getPool("main");
	 
	        if (main != null) {
	 
	        	main.addEntry(new LootEntryItem(Items.DYE.getMetaData(15), 3, 1, new LootFunction[0], new LootCondition[] {new RandomChance(1F)}, "minecraft:bone"));
	            
	        }
	    }
	    
	  }

I want when killed a parrot it drops bone meal.

 

2)Certain animals drops can't be edited?

This code ^ works with all the animals but with certains animals it not work for example silver fish.

 

THIS WORK


@SubscribeEvent
		public void spiderDrop(LootTableLoadEvent event) {
	    
	    if (event.getName().equals(LootTableList.ENTITIES_SPIDER)) {
		   	 
	        final LootPool main = event.getTable().getPool("main");
	 
	        if (main != null) {
	 
	        	main.addEntry(new LootEntryItem(Items.BONE, 3, 0, new LootFunction[0], new LootCondition[] {new RandomChance(1F)}, "minecraft:bone"));
	            
	        }
	    }
	    }



THIS NOT WORK
@SubscribeEvent
		public void ocelotDrop(LootTableLoadEvent event) {
	    
	    if (event.getName().equals(LootTableList.ENTITIES_OCELOT)) {
		   	 
	        final LootPool main = event.getTable().getPool("main");
	 
	        if (main != null) {
	        	
	 
	        	main.addEntry(new LootEntryItem(Items.DYE, 3, 1, new LootFunction[0], new LootCondition[] {new RandomChance(1F)}, "minecraft:bone"));
	            
	        }
	    }
	    }

Thanks for help!! Sorry for my bad english :D

Edited by nov4e
Posted

@dieseben07

56 minutes ago, diesieben07 said:

Your code does not even compile. Item#getMetaData returns an int, you are trying to pass it where anItem is needed. Also this method does not do what you think it does. It only makes sense for items being placed as blocks.

You need to pass in the item here and then pass in a loot function (class SetMetadata) to set the metadata.

Also, set the entry name properly. It has nothing to do with the item.

So I have to make a new int?

 

58 minutes ago, diesieben07 said:

Ocelots do not have any loot, so they do not have a default loot pool. You need to add it first.

How I can create a loot pool? Do you know a tutorial for 1.12.2? I'm new to modding.

Posted (edited)

@dieseben07

 

final LootPool main = event.getTable().addPool(main);

This is the correct method? If I type LootTable.add, add is not a field.

 

10 hours ago, diesieben07 said:

No. Did you even read what I said?

 

I did not understand what you mean.

 

EDIT: after lauching the game it crashes with this code.

Edited by nov4e
Posted

What arguments does it ask for?

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Posted

@Cadiboo 

Now I've put :

VillagerDrops villager = new VillagerDrops(new LootEntry[] {}, new LootCondition[] {}, rollsIn, bonusRollsIn, "villager");

 

VillagerDrops Class:

package com.nov4e.nex.misc.loots;

import net.minecraft.world.storage.loot.LootEntry;
import net.minecraft.world.storage.loot.LootPool;
import net.minecraft.world.storage.loot.LootTable;
import net.minecraft.world.storage.loot.RandomValueRange;
import net.minecraft.world.storage.loot.conditions.LootCondition;

public class VillagerDrops extends LootPool {

	public VillagerDrops(LootEntry[] lootEntriesIn, LootCondition[] poolConditionsIn, RandomValueRange rollsIn,
			RandomValueRange bonusRollsIn, String name) {
		super(lootEntriesIn, poolConditionsIn, rollsIn, bonusRollsIn, name);
		
		LootTable.EMPTY_LOOT_TABLE.addPool(this);
	}

	

}

 

Posted (edited)

It requires:

new LootEntry[] {entry}, <conditions>, <rolls>, <bonusRolls>, <name>

What I have to put in entry, rools, conditions, bonusRools, name??

 

I've maked a json file:

{
    "pools": [
        {
            "name": "main",
            "rolls": 1,
            "entries": [
                {
                    "type": "entity",
                    "name": "minecraft:silverfish",
                    "weight": 60
                },
                {
                    "type": "entity",
                    "name": "minecraft:bat",
                    "weight": 60
                },
                {
                    "type": "entity",
                    "name": "minecraft:villager",
                    "weight": 60
                },
                {
                    "type": "entity",
                    "name": "minecraft:ocelor",
                    "weight": 60
                }
                
            ]
        }
    ]
}

Edited by nov4e
Posted (edited)
1 hour ago, diesieben07 said:

For what purpose did you make that JSON file?

@diesieben07I maked a json file because i followed this documentation.

 

1 hour ago, diesieben07 said:

I am not sure what is unclear about the parameters. Please ask exact questions if you have any.

I don't understand what is "rools" and "bonusrools". Also what are the entries? The entities? 

new LootEntry[] {EntityOcelot, EntityVillager} ????

 

What I have to put in the name???

Edited by nov4e
Posted (edited)
2 minutes ago, diesieben07 said:

So, you read that documentation. Why are you still subscribing to the event?

Granted, I did not know there was a way to do this from JSON, but since you knew that, why are you using the event still?

I subscribed the event because also i followed that topic.

 

Tell me what is the best way.

Edited by nov4e
Posted (edited)
3 minutes ago, diesieben07 said:

Why are you mixing different instructions?

I followed that. But 2 hours ago I tried to make a pool with the forge documentation.

Edited by nov4e
Posted
1 minute ago, diesieben07 said:

Okay. Read the forge documentation. It has a specific section on how to modify vanilla loot. Do not follow random threads on this forum.

Ok but the thread was correct. I only need to create a pool, as you told me, for add drops to mobs that not have a loot pool.

Posted
2 minutes ago, diesieben07 said:

Okay. So. If you know all that, then again: Why did you make a JSON file?

 

Because I misunderstood the wiki.

For now is all good but

16 minutes ago, nov4e said:

don't understand what is "rools" and "bonusrools". Also what are the entries? The entities? 


new LootEntry[] {EntityOcelot, EntityVillager} ????

 

What I have to put in the name???

 

Posted
1 minute ago, diesieben07 said:

Read the article on the minecraft wiki, as suggested by the documentation to learn what rolls and bonus rolls are.

The name is also explained in the documentation.

LootPool customPool = new LootPool(new LootEntry[] {EntityVillager, EntityOcelot}, new LootCondition[] {}, 2, 1, "customPool");

??

Posted
5 minutes ago, diesieben07 said:

That is not even valid Java. You need to actually pass in LootEntry instances. You already created those in your original code...

Seriously, you need to learn basic Java.

Can you make an example?? I can't understand what I have to put in the args!!!

Posted
RandomValueRange rolls = new RandomValueRange(1);
		
		LootPool customPool = new LootPool(
			new LootEntry[] {
					
			}, 
			new LootCondition[] {
					new RandomChance(1F)
			},
			rolls, 
			null, 
			"customPool");

This maybe work??

Posted
1 hour ago, diesieben07 said:
  • Your array of loot entries is empty. Why are you not doing what you did in your original code?
  • Why are you suddenly passing that RandomChance condition? Moreover, this condition will not do anything, it's always true.
  • Why are you passing null for bonusRolls?
LootPool customPool = new LootPool
    (
    		new LootEntry[] {
    				new LootEntryItem(Items.BONE, 3, 0, new LootFunction[0], new LootCondition[] {new RandomChance(1F)}, "minecraft:bone")
    		},
    		new LootCondition[] {
    				
    		},
    		rolls,
    		rollsBonus,
    		"customPool"
    );

Thanks for all your help @diesieben07 :) :) :) 

Posted

Again not work....

 

@SubscribeEvent public void editVanillaLoots(LootTableLoadEvent event) {
		
		RandomValueRange rolls = new RandomValueRange(1);
		RandomValueRange rollsBonus = new RandomValueRange(2);
		
		LootPool customPool = new LootPool
	    (
	    		new LootEntry[] {
	    				new LootEntryItem(Items.BONE, 3, 0, new LootFunction[0], new LootCondition[] {new RandomChance(1F)}, "minecraft:bone")
	    		},
	    		new LootCondition[] {
	    				
	    		},
	    		rolls,
	    		rollsBonus,
	    		"customPool"
	    );
		
		
		LootTable.EMPTY_LOOT_TABLE.addPool(customPool);
	    if (event.getName().equals(LootTableList.ENTITIES_VILLAGER)) { 	 
	        final LootPool main = event.getTable().getPool("customPool");
	        if (main != null) {
	        	main.addEntry(new LootEntryItem(Items.BONE, 3, 0, new LootFunction[0], new LootCondition[] {new RandomChance(1F)}, "minecraft:bone"));
	        }
	    }
}

 

Posted

If you can use JSON, use it.

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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Posted (edited)

Ok, I changed method. Now I'm using LivingDeathEvent :

 

int quantity = 2;
	
	@SubscribeEvent
	public void onMobKilled(LivingDeathEvent e) {
			//e.getEntityLiving().dropItem(Items.BONE, quantity);
			e.getEntity().dropItem(Items.BONE, quantity);
	}

But when I kill a mob it works but also drops  not collectible items.

 

ScreenShot Link:

https://ibb.co/dqiVDV

Edited by nov4e
Posted (edited)
31 minutes ago, Animefan8888 said:

No one said to do that, so why are you doing that

Because I followed a tutorial on a website. I think also is easier  than loottables. It works well but i need to know why when I kill a mob drops 2 bones and it also drops 2 bones not collectible.

46 minutes ago, nov4e said:

2018-11-08-17-30-37.png

 

Edited by nov4e
Posted
3 hours ago, nov4e said:

Because I followed a tutorial on a website. I think also is easier  than loottables.

Just learn how to use loottables, it's not that hard. Not only are data-driven methods prefferred over code-based ones, a lot of mods rely on loottables, like JEI Mob drops addon. You also won't have any issues as a side bonus. 

Posted
15 minutes ago, V0idWa1k3r said:

Just learn how to use loottables, it's not that hard. Not only are data-driven methods prefferred over code-based ones, a lot of mods rely on loottables, like JEI Mob drops addon. You also won't have any issues as a side bonus. 

okok but i found that way and it works. I only need to fix this bug and i got mob drops.

main.addEntry(new LootEntryItem(Items.BONE, 3, 0, new LootFunction[0], new LootCondition[] {new RandomChance(1F)}, "minecraft:bone"));

I tried with loot tables but if I add a new item the mob drops the item or the porkchop(in this case the pig). I want to drop porkchops and bones.

 

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