WARNING: The mod can delay initial start of MC. Depends on the amount of blocks in your modpacks and the iteration in the config .
Changes in 1.14
~~~~~~~~~~~~~~~~~~~~~~
The Mod is required on the server now.
The drops are calculated during the start of the server. In singleplayer this happens when you join a world.
~~~~~~~~~~~~~~~~~~~~~~
The cache is in config/BlockDrops/blockdrops.txt.
- Can I use this in my mod pack?
- Yes.
It's been a year since your last update. Could you please start to make an update for 1.15.2?
this mod makes my CPU usage jump to 100% when forge is starting up, vs around 25% to 40% without it installed, my computer sounds like its about to explode
this is a pc with i9-9900K, 32gb of ram and 2080ti
In reply to Forge_User_47589216:
After running a modpack once, it generates a list of every block and what it drops in its config. Then you blacklist the mods those drops are from and it won’t attempt to scan those mods again.
Works perfectly for me.
So I scan, say, Thaumcraft, then blacklist Thaumcraft from being scanned after it's added to the cache, it won't scan Thaumcraft again and will still show what Thaumcraft blocks drop?
In reply to WolfBV:
Yes.
Waiting for 1.15.2!
In reply to MJRAMON:
dude its soooo rude to say someone to update their mod
especially like "Waiting for 1.15.2"
In reply to flameraker48:
I beg to differ. You don't know limits of my patience.
In reply to MJRAMON:
x2
Is it possible to edit custom drops in the blockdrops.txt file or does the mod rewrite it?
Any chance we could get a config to up the level of fortune tested due to mods that allow above fortune 3, ex: Quark?
any plans for 1.15.2?
totally a crap mod DO NOT INSTALL THIS MOD it will lag your game until death!!!
In reply to MasterBuilder:
Not at all I would recommend this mod and Just Enough Resources to anyone who is planning to use JEI full time
Please include the language file
Crash on startup on the latest 1.12 version:
// Hey, that tickles! Hehehe!
Time: 1/19/20 9:00 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Block Drops (blockdrops)
Caused by: java.lang.NullPointerException
at mrriegel.blockdrops.BlockDrops.lambda$postInit$2(BlockDrops.java:146)
at java.util.ArrayList.removeIf(Unknown Source)
at mrriegel.blockdrops.BlockDrops.postInit(BlockDrops.java:146)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637)
at sun.reflect.GeneratedMethodAccessor8.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:336)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:535)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:378)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:196)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:231)
at org.multimc.EntryPoint.listen(EntryPoint.java:143)
at org.multimc.EntryPoint.main(EntryPoint.java:34)
So a small note for 1.14, if it's needed server side you can't have it call for JEI to be installed because JEI can't run server side (trust me I've done it by accident it just crashes). Just thought you should know.
Of course JEI runs server side. If you had a crash open an issue on JEI's github.
In reply to KidsDontPlay:
Okay, bit more testing and it works, some kind of conflict with something else... Either way it's hardly an "of course" with such minimal difference with it on server side and basically being designed as a client mod (same with NEI and even TMI). Still a really useful mod though.