Purpose of the mod is to add a chest that can be configured to have its contents regenerated/respawn/refill after being looted.
This mod will be used on a server-based modpack, but will still be useful for map makers.
I had a 1.7.10 version of the mod (mod dev wont update hence the request), and it worked like this:
I placed down a chest specific to the mod called "Loot Chest", but can be named just Chest a la vanilla
I used a creative only item to shift-right click the chest. This opened a GUI for configuring the chest.
I could set refill parameters such as:
How many times the chest can refill its loot *total* (once the total was reached, no more loot would refill the chest)
How many times the chest can refill its loot *for a player* (once a player looted the chest X times, the chest no longer refilled its loot for that player, but would refill its loot for other players if that total was not reached yet)
How often the chest refilled its loot *total* (a time in seconds in which the chest will refill its loot - a global time applied to all players)
How often the chest refilled its loot *for a player* (whenever a player loots the chest, a timer is applied to that player specifically, and the chest will not refill its contents for that specific player until that time has expired. Time is recorded per player, rather than globally)
Then, I just place the desired contents into the chest, and the chest will refill those contents based on the configured parameters.
It is VITAL that a mod such as Recurrent Complex can generate these chests in the world as part of world generation, and the parameters and contents are retained.
In other words, with Recurrent Complex, I can create a structure such as a dirt house, place the Loot Chest inside it, place contents into the chest, configure the chest, then export the structure via Recurrent Complex. Then, upon initial world generation, RC generates that structure into the world at random (like dungeons and villages), and if a player finds this dirt house in the world and loots the chest, it'll have the contents and refill them based on the previously configured parameters.
Bonus points: I can configure the Loot Chest to have different block models based on models currently present in the modpack.
For 1.12
Purpose of the mod is to add a chest that can be configured to have its contents regenerated/respawn/refill after being looted.
This mod will be used on a server-based modpack, but will still be useful for map makers.
I had a 1.7.10 version of the mod (mod dev wont update hence the request), and it worked like this:
I placed down a chest specific to the mod called "Loot Chest", but can be named just Chest a la vanilla
I used a creative only item to shift-right click the chest. This opened a GUI for configuring the chest.
I could set refill parameters such as:
How many times the chest can refill its loot *total* (once the total was reached, no more loot would refill the chest)
How many times the chest can refill its loot *for a player* (once a player looted the chest X times, the chest no longer refilled its loot for that player, but would refill its loot for other players if that total was not reached yet)
How often the chest refilled its loot *total* (a time in seconds in which the chest will refill its loot - a global time applied to all players)
How often the chest refilled its loot *for a player* (whenever a player loots the chest, a timer is applied to that player specifically, and the chest will not refill its contents for that specific player until that time has expired. Time is recorded per player, rather than globally)
Then, I just place the desired contents into the chest, and the chest will refill those contents based on the configured parameters.
It is VITAL that a mod such as Recurrent Complex can generate these chests in the world as part of world generation, and the parameters and contents are retained.
In other words, with Recurrent Complex, I can create a structure such as a dirt house, place the Loot Chest inside it, place contents into the chest, configure the chest, then export the structure via Recurrent Complex. Then, upon initial world generation, RC generates that structure into the world at random (like dungeons and villages), and if a player finds this dirt house in the world and loots the chest, it'll have the contents and refill them based on the previously configured parameters.
Bonus points: I can configure the Loot Chest to have different block models based on models currently present in the modpack.