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    • When I tried downloading forge I waited for 6 seconds for the skip button to pop up and when it did I pressed it and then it said "open with what app?" or something along the lines.I chose internet explorer since it was the only reasonable one. It gave me adobe, internet explorer, notepad, media player, and microsoft paint. I really am confused but at the same time also really want to download mods for minecraft. Please help!  P.S I did choose the correct version of MC (1.16.5) so don't ask about that 
    • I have tried opening the latest version of forge but I can't seem to figure out why it keeps crashing. This has happened with previous versions as well. When I open it, after the crash it says this: An unexpected issue occured and the game has crashed. We're sorry for the inconvenience. Exit Code: 0 What do I need to do so that I can run it?
    • 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    • You can't expect us to support every version ever released ad infinitum. That doesn't sound like a valid reason to not upgrade, and if that is indeed your reasoning you would probably look at getting a better PC if you plan on playing games.
    • you could write the loot tables by hand, but forge provides a more developer friendly way of adding loot tables through data generators. here's the docs for data generation: https://mcforge.readthedocs.io/en/1.16.x/datagen/intro/   but basically what you'll want to do is: 1- Subscribe to the GatherDataEvent in the Mod Event bus, there you can get the DataGenerator from the event parameter 2- You can register your Data Providers to the DataGenerator using DataGenerator#addProvider(), passing a new instance of your data Provider 3- Then you'll need a Data Provider for the mod's loot tables. You can create a new class that extends LootTableProvider. 3.1- in your LootTableProvider, add a constructor that takes a Data Generator and simply calls super, passing the data generator 3.2- You'll want to override the getTables methods, to return your instance of lootTables. all you need to do is return an ImmutableList of Pairs. the Pairs are composed of the LootTable constructor (We'll look at how to create the lootTables in a few steps), and the corresponding LootParameterSet (e.g.: for items that drops when you break a block: LootParameterSets.BLOCK) 3.3- You'll need to override the validate method, and honestly, the code for this is only boilerplate, so you can copy it like I did: @Override protected void validate(Map<ResourceLocation, LootTable> map, ValidationTracker validationtracker) { final Set<ResourceLocation> modLootTableIds = LootTables .getReadOnlyLootTables() .stream() .filter(lootTable -> lootTable.getNamespace().equals(Main.MOD_ID)) .collect(Collectors.toSet()); for (ResourceLocation id : Sets.difference(modLootTableIds, map.keySet())) validationtracker.addProblem("Missing mod loot table: " + id); map.forEach((id, lootTable) -> LootTableManager.validateLootTable(validationtracker, id, lootTable)); } 3.4- Finally, override getName() and simply return your modid suffixed with "_lootTables"   4- Okay, now to writing the actual loot tables: you can create a class that overrides BlockLootTables (call it ModBlockLootTables for instance) 4.1- override addTables(), and in here you register the lootTables, the superclass has a lot of usefull helper methods, such as registerDropSelfLootTable, which makes the block drop itself as an item when broken. 4.2- override the getKnownBlocks() method, the code is also very boilerplatey, so here it is: @Override protected Iterable<Block> getKnownBlocks() { return StreamSupport .stream(ForgeRegistries.BLOCKS.spliterator(), false) .filter( entry -> entry.getRegistryName() != null && entry.getRegistryName().getNamespace().equals(Main.MOD_ID) ).collect(Collectors.toSet()); }   5- Don't forget to add the construcor of this class to the List you're returning in the LootTablesProvider, in getTables   Regarding folder structure: create a data package under your main src path, where you'd keep the init, block, and items folder under I like to create a class DataGenerators, which handles the gatherData event. then inside the data package, add two packages, one "client", and one "server" in client you'd add any dataProvider that's client specific: such as a model provider, or a localization provider in server you'd keep the common data providers: such as recipes, tags, and lootTables the Custom LootTablesProvider class should go inside the data.server package inside server add a loot package, whre you'll kep different lootTables, such as the Custom BlockLootTables class   EDIT: oh, and after you're done with the data folder, and after every change you make to it, you need to run the runData task, to actually generate the data, any data that is generated will be under the generated [main] folder   if you'd like some example code, take a look at my repo: https://github.com/jvcmarcenes/effetewood Hope I've helped, if you still have any questions, please ask them
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