maybe make functioning loot tables?
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08cbcc61f3
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@ -9,7 +9,7 @@ import net.minecraft.sound.BlockSoundGroup;
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public class FabricBlock extends Block {
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public class FabricBlock extends Block {
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public FabricBlock() {
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public FabricBlock() {
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super(FabricBlockSettings.of(Material.WOOL).breakByHand(false).sounds(BlockSoundGroup.ANCIENT_DEBRIS).strength(7000, 100f));
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super(FabricBlockSettings.of(Material.WOOL).breakByHand(false).sounds(BlockSoundGroup.ANCIENT_DEBRIS).strength(100, 100f));
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}
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}
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}
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}
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@ -21,7 +21,7 @@ public class FabricItem extends Item {
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public TypedActionResult<ItemStack> use(World world, PlayerEntity PlayerEntity, Hand hand) {
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public TypedActionResult<ItemStack> use(World world, PlayerEntity PlayerEntity, Hand hand) {
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PlayerEntity.playSound(SoundEvents.BLOCK_AMETHYST_BLOCK_CHIME, 1.0F, 1.0F);
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PlayerEntity.playSound(SoundEvents.BLOCK_AMETHYST_BLOCK_CHIME, 1.0F, 1.0F);
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for (int i = 0; i < 11; i++) {
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for (int i = 0; i < 11; i++) {
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world.spawnEntity(new TntEntity(world, PlayerEntity.getX(), PlayerEntity.getY(), PlayerEntity.getZ(), PlayerEntity));;
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world.spawnEntity(new TntEntity(world, PlayerEntity.getX(), PlayerEntity.getY(), PlayerEntity.getZ(), PlayerEntity));
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}
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}
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return new TypedActionResult<ItemStack>(ActionResult.SUCCESS, PlayerEntity.getStackInHand(hand));
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return new TypedActionResult<ItemStack>(ActionResult.SUCCESS, PlayerEntity.getStackInHand(hand));
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}
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}
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@ -0,0 +1,6 @@
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{
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"replace":false,
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"values": [
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"testmod:fabric_block"
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]
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}
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@ -0,0 +1,21 @@
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{
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"type": "minecraft:block",
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"pools": [
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{
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"rolls": 1,
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"entries": [
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{
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"type": "minecraft:item",
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"name": "testmod:fabric_block",
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"functions": [
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{
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"function": "minecraft:set_count",
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"count": 1
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}
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]
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}
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]
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}
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]
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}
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