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Darkest dungeon slayer class mod bfg
Darkest dungeon slayer class mod bfg













darkest dungeon slayer class mod bfg

: Initializing transformation service mixin : Configuring option handling for services : Found ForgeSPI package specification 4 : FML found CoreMod version : 5.0.1+15+master.dc5a2922 : FML found EventBus version : 5.0.3+70+master.d7d405b : FML found AccessTransformer version : 8.0.4+66+master.c09db6d7 : OptiFine ZIP file: C:\Users\kopel\OneDrive\Escritorio\nico\modpacks\yop\mods\OptiFine_1.18.2_HD_U_H9.jar : OptiFine ZIP file URL: union:/C:/Users/kopel/OneDrive/Escritorio/nico/modpacks/yop/mods/OptiFine_1.18.2_HD_U_H9.jar%2354!/ : Found additional transformation services from discovery services: 21:37:58.281] : Found transformer services : toJsonTree ( functions )Īssuming that functions is a variable containing all of the functions previously deserialized To correctly serialize said functions, inside the write method, we can use this functionĭeserializers. In the first case, this function is calledīy doing that the function will be applied to the item of the GLM! Of course we are not limited by the set_count, but we can use any vanilla function as we want (I think even custom functions, but I'm not sure about this since I haven't any of these).

darkest dungeon slayer class mod bfg

For instance: I want to add a Sword to the Mineshaft chests and I want this Sword to be randomly enchanted, kinda like vanilla does it to Desert Pyarmid chests or for End Cities. Hi everyone! As the title says, I am wondering if there is a way to use vanilla loot table functions inside a Global Loot Modifier.















Darkest dungeon slayer class mod bfg