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Posted (edited)

Hello,I am  new to modding and I have made some Custom Blocks using a Blocks class in which the Blocks are registered and the class of the custom block itself (I do appologize for the names of the blocks/classes, I just named the first block like this and then stuck with it)

Blocks.java

Spoiler

package nick.cockmod.blocks;
/*NOT AN ACTUALL BLOCK   */
import net.minecraft.block.Block;
import net.minecraft.item.Item;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber.Bus;
import net.minecraftforge.registries.IForgeRegistry;
import nick.cockmod.items.BlockItemDefault;

@EventBusSubscriber(bus = Bus.MOD)
public class cockBlocks {
    
    
    public static final cockblock cockblock = new cockblock(); //THis
    
    @SubscribeEvent
    public static void register(RegistryEvent.Register<Block> event) {
        IForgeRegistry<Block> registry = event.getRegistry();
        
        cockblock.setRegistryName("cockmod", "cockblock");  /*This*/
        registry.register(cockblock);                                  
        
    }
    
    @SubscribeEvent
    public static void registerItem(RegistryEvent.Register<Item> event) {
        IForgeRegistry<Item> registry = event.getRegistry();
        
        registry.register(new BlockItemDefault(cockblock));         //And this I need for a new block blyat
        
        
    }
}

 

The Comments are for me, so I don't forgett which things I need to add for a new Block.

 

And a custom Block

Spoiler

package nick.cockmod.blocks;

/*THE ACTUALL BLOCK   */
import java.util.List;


import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.Material;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.util.NonNullList;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.common.ToolType;

 

public class cockblock extends Block{

    public cockblock() {
        super(Properties.create(Material.ROCK).lightValue(15).hardnessAndResistance(4).slipperiness( 1.5f).sound(SoundType.SLIME));
    }
    
    @Override
        public ToolType getHarvestTool(BlockState state) {
            return ToolType.PICKAXE;
        }
    
    @Override
        public int getHarvestLevel(BlockState state) {
            return 3;
    }


}

The Blocks Properties and Texture all work fine ingame but when I try to mine it with a Diamond Pickaxe it just gets lost.

 

I have tried many things. This for example:

Spoiler

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

     {

     super.getDrops(state, null, pos, null);

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

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

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

     }
   

 

Or using the HarvestDropsEvent:

Spoiler

@SubscribeEvent
    public void onHarvestBlock(HarvestDropsEvent  event){
        
            //event.drops.add(new ItemStack(Items.IRON_INGOT));            
            event.getDrops().add(new ItemStack(Items.IRON_INGOT));

and the getItemDropped thing doesn't even exist in 1.14.2.

I really have no clue what to do to get the block to drop a specific item or even just itself.

 

It'd be great if you could Help me.

Edited by NickDerMitHut
Posted
2 hours ago, NickDerMitHut said:

BlockItemDefault

You almost certainly don't need this class. There's already a default ItemBlock class, its called ItemBlock.

  • Like 1

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.

Posted
5 minutes ago, loordgek said:

BlockItem

in 1.14 they moved from prefix to suffix

Touche.

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.

Posted
2 hours ago, diesieben07 said:

Blocks use loot tables now. You can set it by overriding getLootTable in your block class or it will default to [modid]:blocks/[block registry name]. This translates to the following location of the loot table: /assets/[modid]/loot_tables/blocks/[block registry name].json.

Ok that's definetly bringin me in the right direction but I stil couldn't get it to work rn.

I've put it in my block class

public class cockblock extends Block{
		
	public cockblock() {
		super(Properties.create(Material.ROCK).lightValue(15).hardnessAndResistance(4).slipperiness( 1.5f).sound(SoundType.SLIME));
		}
	
	@Override
		public ToolType getHarvestTool(BlockState state) {
			return ToolType.PICKAXE;
		}
	
	@Override
		public int getHarvestLevel(BlockState state) {
			return 3;
	}
	
	
	@Override
	public ResourceLocation getLootTable() {
		return super.getLootTable();
	}
	
	
	   }
	

and my json file looks like this

{
    "pools": [
        {
			
            "rolls": 1,
            "entries": [
                {
                    "type": "item",
                    "weight": 1,
                    "name": "cockmod:cockingot",
                    "functions": [
                        {
                            "function": "set_count",
                            "count": 1
                        }
                    ]
                }
            ]
        }
    ]
}

I've also tried doing "name": "cockmod:items/cockingot"  "name", "cockmod:blocks/cockblock" ,"cockmod:cockblock" and puttin the json file just outside the bocks folder so in loot_tables

with no results.

 

I've also tried to just copy the json of dirt by going into a jar file of the minecraft versions and just chaning the names to my items with no results:

{
  "type": "cockmod:block",
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "cockmod:item",
          "name": "cockmod:cockblock"
        }
      ],
      "conditions": [
        {
          "condition": "minecraft:survives_explosion"
        }
      ]
    }
  ]
}

 

I have absolutely no clue why. Maybe I did something wron or I ave to tell the game where the file is specifically soemhow. Hopefully its a not that complicated fix.

 

 

Posted (edited)
14 hours ago, diesieben07 said:

Blocks use loot tables now. You can set it by overriding getLootTable in your block class or it will default to [modid]:blocks/[block registry name]. This translates to the following location of the loot table: /assets/[modid]/loot_tables/blocks/[block registry name].json.

Shouldn't that be /data/[modid]/loot_tables/blocks/[block registry name].json ?

 

Also, @NickDerMitHut I believe modded loot tables require a "name" field (in the pool itself, not just the entries).  This is in contrast to vanilla loot tables which don't.  The name should be something unique, so prefix it with your mod id (e.g. "cockmod:somepoolname").

Edited by desht
Posted (edited)

@desht Thank you for your Help but sadly I still couldn't get it to work. I've tried

Spoiler

{
  "type": "cockmod:cockBlocks",
  "pools": [
    {
      "name": "cockmod:cockpool",
      "rolls": 1,
      "entries": [
        {
          "type": "cockmod:CockItems",
          "name": "cockmod:cockingot"
        }
      ],
      "conditions": [
        {
          "condition": "minecraft:survives_explosion"
        }
      ]
    }
  ]
}

 

(cockBlocks and CockItems are the classes were the items and blocks are beeing reigstered) and

Spoiler

{
  "type": "cockmod:block",
  "pools": [
    {
	  "name": "cockmod:cockpool",
      "rolls": 1,
      "entries": [
        {
          "type": "cockmod:item",
          "name": "cockmod:cockingot"
        }
      ],
      "conditions": [
        {
          "condition": "minecraft:survives_explosion"
        }
      ]
    }
  ]
}

Ive also had both of them in the assets and data folders with no difference. I also don't know what use the pool  name has. Maybe I did something wrong in the table may I did something wrong in the blockclass. I have no Idea

 

Edited by NickDerMitHut
Posted

@desht THANK YOU! Finaly it works. First of yes the data.... folder is the right one. And I finally found the problem

I've had


{
  "type": "cockmod:block",
  "pools": [
    {
	  "name": "cockmod:cockpool",
      "rolls": 1,
      "entries": [
        {
          "type": "cockmod:item",
          "name": "cockmod:cockingot"
        }
      ],
      "conditions": [
        {
          "condition": "minecraft:survives_explosion"
        }
      ]
    }
  ]
}

but I need

{
  "type": "minecraft:block",
  "pools": [
    {
	  "name": "cockmod:cockpool",
      "rolls": 1,
      "entries": [
        {
          "type": "minecraft:item",
          "name": "cockmod:cockblock"
        }
      ],
      "conditions": [
        {
          "condition": "minecraft:survives_explosion"
        }
      ]
    }
  ]
}

just change the types to minecraft:item and minecraft:block and then it works.

I have only one more question. Can I keep the cockpool for all my items or do I have to change it to something else for each one?

  • Like 2
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