How do I reference blocks from another mod?

Started by Tynot on Mon, 05/21/2018 - 11:53

Topic category: Help with modding (Java Edition)

Last seen on 16:30, 8. Oct 2018
Joined May 2018
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How do I reference blocks from another mod?
Mon, 05/21/2018 - 11:53

I am trying to make a market place mod for my skyblock game, because ex nihilo creatio doesn't support project red ores and stones, so i need a way to get it. I would like to add the marble, and basalt, and the ores, to a shop screen where i can purchase the blocks for emeralds.

Last seen on 00:36, 3. Mar 2020
Joined Sep 2017
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You can use the execute…
Mon, 05/21/2018 - 12:26

You can use the execute command thing to add a block in the world, spawn an item, or give something to a player if the other mod is installed. As for the shop, use commands to make a custom villager. I think they support modded items.

Last seen on 16:30, 8. Oct 2018
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I do not have commands…
Mon, 05/21/2018 - 13:25

I do not have commands enabled on my single player world. this is for private use, I am not making a modpack. Even if i did have commands enabled, it would only be for keep inventory. anything else, is cheating in my eyes. I want to make a mod to get these items.

 

So, back to my question: Is it possible to call for block id's that do not actually exist/are part of another mod? Do I need to load up the mods source code somehow? Is there a way to manually input an id, instead of using a drop down menu in the program for the "add [item] to player inventory" bubble?

Last seen on 19:10, 28. Oct 2020
Joined Jun 2016
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I think that you can achieve…
Mon, 05/21/2018 - 21:32

I think that you can achieve this by making a procedure with a random block, then editing the code and writing the id of the modded block instead of the one of the random block you chose before

I can't code so I don't know if this works

Sorry for bad English

Last seen on 00:36, 3. Mar 2020
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Keep inventory is more…
Tue, 06/05/2018 - 17:53

Keep inventory is more cheating than a mod block running a command.