Jump to content

[Solved]Making recipes and drops.


chubel10

Recommended Posts

So i've been following a tutorial and it says that recipes and loot_tables go in the data file and a few other sources also say. However, the official forge documentation says that it goes in the assets folder but neither of them are working for me.

 

The forge documentation said something about having to register a new loot_table but I couldn't find any instance of this in the example code I'm following so I don't know where to call it. 

 

Also, whenever I use to approach of making a ./resource/data foler, not only do the recipes not work but nothing in minecraft drops anyhing, not even the vanilla stuff.

 

Help would be greatly appreciated.

Link to comment
Share on other sites

A lot of the Docs are outdated, it is recommended to not make your recipes and loot tables manually, but to use datagenerators.

Take a look at how Forge makes its tags and how Minecraft makes its recipes

  • Thanks 1

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Link to comment
Share on other sites

1 hour ago, DaemonUmbra said:

A lot of the Docs are outdated, it is recommended to not make your recipes and loot tables manually, but to use datagenerators.

Take a look at how Forge makes its tags and how Minecraft makes its recipes

Thanks you for the reply! I'll look into the data generators.

 

Also, how can I take a look into how minecraft and forge do stuff? should I read the source code or are there documentations for stuff like that?

 

Thanks in advance!

Link to comment
Share on other sites

When you import the MDK into your IDE it will download and Deobfuscate Minecraft.

  • Thanks 1

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Link to comment
Share on other sites

13 hours ago, DaemonUmbra said:

When you import the MDK into your IDE it will download and Deobfuscate Minecraft.

I found the source code but I don't find any .json files, I've only found stuff about the definition for crafting recipes inside the ./item/crafting package.

Regarding the loot tables, my blocks aren't dropping anything and I already used the data generators in order to avoid problems.

 

I have seen some people calling some sort of register method for the recipes and also for the loot tables but I have seen others they they should load automatically once you place them in data/<modid>/loot_tables/blocks or data/<modid>/recipes. I tried the "LootTableList.register(new ResourceLocation("modid", "loot_table_name"))" approach from the documentation but LootTableList is not defined. I also tried putting it inside assets instead of data but nothing it working.

 

Thank for your help.

 

Link to comment
Share on other sites

40 minutes ago, chubel10 said:

I have seen some people calling some sort of register method for the recipes

Recipe serializers for custom recipes need to be registered.

 

40 minutes ago, chubel10 said:

I have seen others they they should load automatically once you place them in data/<modid>/loot_tables/blocks or data/<modid>/recipes.

This is true

 

40 minutes ago, chubel10 said:

I also tried putting it inside assets instead of data but nothing it working.

Show what you tried.

  • 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

25 minutes ago, Draco18s said:

Recipe serializers for custom recipes need to be registered.

 

This is true

 

Show what you tried.

1) I'll look into this because I don't know what you mean first-hand. Thanks

 

2) Okay good, thank you for narrowing down the debugging process for me by a couple hours, haha.

 

3) Okay so, I've been follow Cadiboo's example mod. And so I made a package called data.<modid>.loot_tables.blocks inside the resources package. 

 

Inside it I made the <ore name>.json file for an ore I created and the code inside it is:

 

{
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "item",
          "name": "<modid>:<ore name>",
          "weight": 1,
          "functions": [
            {
              "function": "set_data",
              "data": 0
            }
          ]
        }
      ]
    }
  ]
}

 

Which I got from a data generator I found for loot tables

 

I did replace everything inside <>s to whatever was necessary for my own mod but the ore still doesn't drop itself. The thing I tried was just copy the loot_table into ./assets instead of ./data but that didn't work either.

 

Thanks in advance

Link to comment
Share on other sites

Here's a working example for a basic block:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/resources/data/harderores/loot_tables/blocks/millstone.json

 

Note that the "data" parameter you have is obsolete, blocks don't have metadata since The Flattening (1.13).

  • 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

18 minutes ago, Draco18s said:

Here's a working example for a basic block:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/resources/data/harderores/loot_tables/blocks/millstone.json

 

Note that the "data" parameter you have is obsolete, blocks don't have metadata since The Flattening (1.13).

I have no idea why but I just changed it to drop something else and it did! I just changed it back and now it is dropping the ore itself, thank you!.

 

Is there a chance you could help me locate where in your mod you registered your recipe serializers for custom your recipes? 

 

Thanks again.

Link to comment
Share on other sites

8 minutes ago, chubel10 said:

where in your mod you registered your recipe serializers for custom your recipes?

Mind, this is old code and does some things in ways that aren't entirely recommended, but I did use the correct systems.

Anyway, here's a custom recipe class:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/hardlib/api/recipe/RecipeTagOutput.java#L31

And an example recipe file:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/resources/data/harderores/recipes/ores/gold_dust.json

(The recipe produces output based on a tag, grabbing the first item present in that tag)

 

Registration:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/hardlib/HardLib.java#L51

That stores it in an arry, which then uses the registry events as normal here:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/hardlib/EasyRegistry.java#L187

Don't do this yourself, the Forge systems have evolved and this isn't necessary. Its a left-over from when 1.7.10 -> 1.10 changed how things were registered and I didn't like how it wasn't so clean to register blocks and their item forms and wrote my own wrapper (so I could to things like this).

  • 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

2 hours ago, Draco18s said:

Mind, this is old code and does some things in ways that aren't entirely recommended, but I did use the correct systems.

Anyway, here's a custom recipe class:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/hardlib/api/recipe/RecipeTagOutput.java#L31

And an example recipe file:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/resources/data/harderores/recipes/ores/gold_dust.json

 

Do I only need to register a serializer for stuff like custom GUIs? because I just want to use the crafting table as usual but with my modded items. Is a custom recipe class even necessary?

Link to comment
Share on other sites

14 minutes ago, chubel10 said:

because I just want to use the crafting table as usual but with my modded items. Is a custom recipe class even necessary?

You don't need a custom recipe class if you're just using mod items. Custom recipe classes are for handling things in some non-standard way. Writing NBT data to the result, migrating itemstack damage, etc

 

  • 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

  • chubel10 changed the title to [Solved]Making recipes and drops.

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.

×
×
  • Create New...

Important Information

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