Jump to content

Custom Block Drops 1.12.2


DiamondMiner88

Recommended Posts

How do i get custom block drops? This is what i have so far:

package com.diamondminer88.mod.character.blocks.A.Glass;

import com.diamondminer88.mod.character.blocks.blockbases.BlockBaseGlassA;
import com.diamondminer88.mod.character.init.ModBlocks;
import com.diamondminer88.mod.character.init.ModItems;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;

import java.util.Random;

public class AGlassBlack extends BlockBaseGlassA {

    public EntityPlayer entityPlayer;
    public AGlassBlack(String name, Material material) {
        super(name, material);

        setSoundType(SoundType.GLASS);
    }
    @Override
    public Item getItemDropped(IBlockState state, Random rand, int fortune) {
        if (harvesters.get() != null) {
            entityPlayer = harvesters.get();
            if (entityPlayer.getHeldItemMainhand() != null) {
                ItemStack MainHandItemStack = entityPlayer.getHeldItemMainhand();
                if (MainHandItemStack == new ItemStack(ModItems.TOOL_DIAMOND_GLASS_CUTTER) || MainHandItemStack == new ItemStack(ModItems.TOOL_IRON_GLASS_CUTTER)) {
                    return Item.getItemFromBlock(ModBlocks.A_GLASS_BLACK);
                }
                else {
                    return ModItems.GLASS_SHARD_BLACK;
                }
            }
        }
    }

    @Override
    public boolean canSilkHarvest(World world, BlockPos pos, IBlockState state, EntityPlayer player) {
        return true;
    }

    @Override
    protected ItemStack getSilkTouchDrop(IBlockState state) {
        return new ItemStack(ModBlocks.A_GLASS_BLACK);
    }

}

 

Link to comment
Share on other sites

8 minutes ago, DiamondMiner88 said:

if (MainHandItemStack == new ItemStack(ModItems.TOOL_DIAMOND_GLASS_CUTTER) || MainHandItemStack == new ItemStack(ModItems.TOOL_IRON_GLASS_CUTTER)) {

These if statements will never be true. Please learn how "==" works. You should be comparing the Items within the stacks instead of the ItemStacks.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

35 minutes ago, DiamondMiner88 said:

Ok i searched it up and i get it. The only problem is now I don't know how to compare the Item not ItemStack. How do i get the Item from an ItemStack?

Try looking in the ItemStack class for a method or looking around in the minecraft or forge source code that has to deal with ItemStacks like the Container classes or ItemStackHandler class.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

You can use Eclipse to give you a list of all the methods in the ItemStack class by right-clicking on ItemStack and choosing "Type Hierarchy". You can then scroll through and see all the available methods (and fields) and it is good to get familiar with them anyway but you should see some related to getting the item, as well as other methods for comparing ItemStacks.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

Ok i found a way to do that this is what i did and it worked! Thanks Guys!

@Override
    public Item getItemDropped(IBlockState state, Random rand, int fortune) {
        if (harvesters.get() != null) {
            entityPlayer = harvesters.get();
            Item MainHandHeldItem = entityPlayer.getHeldItemMainhand().getItem();
            if (MainHandHeldItem.equals(ModItems.TOOL_DIAMOND_GLASS_CUTTER) || MainHandHeldItem.equals(ModItems.TOOL_IRON_GLASS_CUTTER)) {
                this.item = Item.getItemFromBlock(ModBlocks.A_GLASS_BLACK);
            }
            else {
                this.item = ModItems.GLASS_SHARD_BLACK;
            }
        }
        return this.item;
    }
@Override
    public int quantityDropped(IBlockState state, int fortune, Random random) {
        if (harvesters.get() != null) {
            entityPlayer = harvesters.get();
            Item MainHandHeldItem = entityPlayer.getHeldItemMainhand().getItem();
            if (MainHandHeldItem.equals(ModItems.TOOL_DIAMOND_GLASS_CUTTER) || MainHandHeldItem.equals(ModItems.TOOL_IRON_GLASS_CUTTER)) {
                this.quantity = 1;
            }
            else {
                this.quantity = Main.randomNumber(1, 10);
            }
        }
        return this.quantity;
    }

 

Link to comment
Share on other sites

23 hours ago, Big_Bad_E said:

Idea still shows you all the methods, and maybe try the method named getItem().

Yes. I think they call it "Structure" view.

 

In any case, all modders should literally just scroll through the list of methods for all the major classes to get a good sense of what is available. You can even get new modding ideas by doing this.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.