Jump to content

[Solved][1.14.2] Custom Blocks not dropping Items


NickDerMitHut

Recommended Posts

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
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

 

 

Link to comment
Share on other sites

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
Link to comment
Share on other sites

@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
Link to comment
Share on other sites

@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
  • Thanks 1
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.