Micah Holmes Posted January 13 Report Posted January 13 (edited) I want to make some of the sea weed plants harvest able. Water Crowfoot for example or spiked mil foil. Mil foil for example is a sweet and crunchy seaweed. Here is the core code: { code: "aquaticplant", class: "BlockWaterPlant", handbook: { exclude: true }, behaviors: [{name: "Unstable"}], variantgroups: [ { code: "type", states: ["milfoilfeather"] } ], creativeinventory: { "general": ["*"], "aquatic": ["*"] }, drawtype: "JSONAndWater", renderpass: "liquid", blockmaterial: "Plant", faceCullMode: "liquid", doNotRenderAtLod2: true, vertexFlags: { windMode: "WaterPlant" }, shape: { base: "block/aquatic/plant/threeblocktall" }, randomizeRotations: true, randomDrawOffset: true, texturesByType: { "*": { north: { base: "block/plant/aquatic/{type}*" }, south: { base: "block/plant/aquatic/{type}*" }, } }, sideopaque:{ all: false }, sidesolid: { all: false }, replaceable: 3000, lightAbsorption: 0, resistance: 0.5, collisionbox: null, sounds: { place: "block/plant", break: "block/plant", hit: "block/plant" }, materialDensity: 1100, selectionboxByType: { "*": { x1: 0.125, y1: 0, z1: 0.125, x2: 0.875, y2: 0.25, z2: 0.875 } }, guitransformByType: { "*": { rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: 0.6, z: 0.5 } } }, tpHandTransformByType: { "*": { translation: { x: -1, y: -0.1, z: -1 }, rotation: { x: 71, y: 0, z: -84 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 0.48 } }, groundTransformByType: { "*": { scale: 2.64 } }, fpHandTransformByType: { "*": { translation: { x: 0, y: 0.35, z: 0.5 }, scale: 1.62 } } } The only thing I can see that is preventing it from dropping is the block type is not designed to drop an item? Would this patch work? { code: "aquaticplant", class: "BlockWaterPlant", handbook: { exclude: true }, behaviors: [{name: "Unstable"}], variantgroups: [ { code: "type", states: ["milfoilfeather"] } ], creativeinventory: { "general": ["*"], "aquatic": ["*"] }, drawtype: "JSONAndWater", renderpass: "liquid", blockmaterial: "Plant", faceCullMode: "liquid", doNotRenderAtLod2: true, vertexFlags: { windMode: "WaterPlant" }, shape: { base: "block/aquatic/plant/threeblocktall" }, randomizeRotations: true, randomDrawOffset: true, texturesByType: { "*": { north: { base: "block/plant/aquatic/{type}*" }, south: { base: "block/plant/aquatic/{type}*" }, } }, dropsByType: { "*-milfoilfeather": [ { type: "block", code: "aquaticplant-milfoilfeather", quantity: { avg: 1, var: 2 } } ], "*": [ { type: "item", code: "aquaticplant-milfoilfeather", quantity: { avg: 1 } } ] }, sideopaque:{ all: false }, sidesolid: { all: false }, replaceable: 3000, lightAbsorption: 0, resistance: 0.5, collisionbox: null, sounds: { place: "block/plant", break: "block/plant", hit: "block/plant" }, materialDensity: 1100, selectionboxByType: { "*": { x1: 0.125, y1: 0, z1: 0.125, x2: 0.875, y2: 0.25, z2: 0.875 } }, guitransformByType: { "*": { rotation: { x: 0, y: 0, z: 0 }, origin: { x: 0.5, y: 0.6, z: 0.5 } } }, tpHandTransformByType: { "*": { translation: { x: -1, y: -0.1, z: -1 }, rotation: { x: 71, y: 0, z: -84 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 0.48 } }, groundTransformByType: { "*": { scale: 2.64 } }, fpHandTransformByType: { "*": { translation: { x: 0, y: 0.35, z: 0.5 }, scale: 1.62 } } } Or do I need to create a new item for it to drop? Edited January 13 by Micah Holmes
Solution Micah Holmes Posted January 13 Author Solution Report Posted January 13 dropsByType: { "*-tip": [ { type: "item", code: "craftsmanship:watercrowfoot-tip-fresh", quantity: { avg: 1, var: 2 } } ], "*-section": [ { type: "item", code: "craftsmanship:watercrowfoot-section-fresh", quantity: { avg: 1, var: 2 } } ], "*-top": [ { type: "item", code: "craftsmanship:watercrowfoot-top-fresh", quantity: { avg: 1, var: 2 } } ] }, Figured it out here is sample code
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