Posted March 31, 20205 yr 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.
March 31, 20205 yr Create json file Add json file to data/modid/loot_tables Done 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.
April 1, 20205 yr Author 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.
April 1, 20205 yr Author 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...
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