Hi McJty. I love your mods and I'm super thankful for your modding tutorials. They've been very helpful. Now, with my fanboying out of the way, I have a question.
I'm trying to use LostCities, LostSouls, and InControl as the core mods of a pack I'm building. That's been going pretty smoothly for the most part. But I'm running into an issue when trying to get loot into some objects. I'm going for a post-apocalypse build, so looting infrastructure is really important.
For part of my generation, I want to build more complex spaces like kitchens (CookingForBlockheads) and Bookshops (Bibliocraft), which can be looted by players. After brushing up on my Java and looking into LostCities, I noticed this bit of code:
TileEntity tileentity = world.getTileEntity(pos);
if (tileentity instanceof TileEntityLockableLoot) {
So I went and looked at CFB, only to find Fridges, Cabinets, Counters, etc, aren't TileEntityLockableLoot objects. They're just TileEntity objects. Now I'm trying to figure out the gap between the mods to make them play nice with each other.
Would it be possible to look for and push a loot table to an object that isn't TileEntityLockableLoot? If so, would that be at LostCities' side? If not, would I need to go ask blay at CFB if they'd consider changing the entity type of their containers to make it an option? I've only been tackling this stuff a week, so I'm not sure if there'd be a complexity or overhead problem in switching TileEntity subtypes.
The alternative I'm considering at the moment is spinning off clones of CFB's and Bibliocraft's containers as the TileEntityLockableLoot type within my cross-integration mod for the pack.
Hi McJty. I love your mods and I'm super thankful for your modding tutorials. They've been very helpful. Now, with my fanboying out of the way, I have a question.
I'm trying to use LostCities, LostSouls, and InControl as the core mods of a pack I'm building. That's been going pretty smoothly for the most part. But I'm running into an issue when trying to get loot into some objects. I'm going for a post-apocalypse build, so looting infrastructure is really important.
For part of my generation, I want to build more complex spaces like kitchens (CookingForBlockheads) and Bookshops (Bibliocraft), which can be looted by players. After brushing up on my Java and looking into LostCities, I noticed this bit of code:
So I went and looked at CFB, only to find Fridges, Cabinets, Counters, etc, aren't TileEntityLockableLoot objects. They're just TileEntity objects. Now I'm trying to figure out the gap between the mods to make them play nice with each other.
Would it be possible to look for and push a loot table to an object that isn't TileEntityLockableLoot? If so, would that be at LostCities' side? If not, would I need to go ask blay at CFB if they'd consider changing the entity type of their containers to make it an option? I've only been tackling this stuff a week, so I'm not sure if there'd be a complexity or overhead problem in switching TileEntity subtypes.
The alternative I'm considering at the moment is spinning off clones of CFB's and Bibliocraft's containers as the TileEntityLockableLoot type within my cross-integration mod for the pack.
Any thoughts?