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Posted

I'm currently working on creating my own loot table.

I don't want to inject into an already existing table, I want to load my own but I haven't found any resources on it and I'm unable to figure out how to do it by looking through the code.

Does anyone know how to do it? Thank you.

Posted

Create json file

Add json file to data/modid/loot_tables

Done

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Posted
18 hours ago, Draco18s said:

Create json file

Add json file to data/modid/loot_tables

Done

Don't you have to register it? I want to assign the loot table to a chest in my structure generation code, it's not for a block or entity.

 

I want to do something like this:

protected void handleDataMarker(String function, BlockPos pos, IWorld worldIn, Random rand, MutableBoundingBox sbb) {
         if ("chest".equals(function)) {
            worldIn.setBlockState(pos, Blocks.CHEST.getDefaultState().with(ChestBlock.WATERLOGGED, Boolean.valueOf(worldIn.getFluidState(pos).isTagged(FluidTags.WATER))), 2);
            TileEntity tileentity = worldIn.getTileEntity(pos);
            if (tileentity instanceof ChestTileEntity) {
               ((ChestTileEntity)tileentity).setLootTable(this.isLarge ? LootTables.CHESTS_UNDERWATER_RUIN_BIG : LootTables.CHESTS_UNDERWATER_RUIN_SMALL, rand.nextLong());
            }
         }
}

That code is taken from the Ocean Ruin Structure, as you can see they load a loot table, register it and then access it from the Ocean Ruin Structure.

Posted
1 minute ago, peter1745 said:

Don't you have to register it? I want to assign the loot table to a chest in my structure generation code, it's not for a block or entity.

 

I want to do something like this:


protected void handleDataMarker(String function, BlockPos pos, IWorld worldIn, Random rand, MutableBoundingBox sbb) {
         if ("chest".equals(function)) {
            worldIn.setBlockState(pos, Blocks.CHEST.getDefaultState().with(ChestBlock.WATERLOGGED, Boolean.valueOf(worldIn.getFluidState(pos).isTagged(FluidTags.WATER))), 2);
            TileEntity tileentity = worldIn.getTileEntity(pos);
            if (tileentity instanceof ChestTileEntity) {
               ((ChestTileEntity)tileentity).setLootTable(this.isLarge ? LootTables.CHESTS_UNDERWATER_RUIN_BIG : LootTables.CHESTS_UNDERWATER_RUIN_SMALL, rand.nextLong());
            }
         }
}

That code is taken from the Ocean Ruin Structure, as you can see they load a loot table, register it and then access it from the Ocean Ruin Structure.

Never mind. I just realized that it's not an actual loot table but it's actually just a Resource Location... Sorry...

  • peter1745 changed the title to [SOLVED][1.15.2] Custom Chest Loot Tables

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