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wintermaker

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Everything posted by wintermaker

  1. Ok... I knew that was a potential issue when running on a server... but I thought in single player mode there was only the client anyway. (I'm pretty new) So... apparently this is running twice, from both the client and a local server instance that's just not listening for external connections? Obviously so... as something happened in both conditions. I mean, it makes sense. I'm not sure why I didn't try that. Thanks!
  2. I was asked to make a separate thread for this instead of tacking on to another setBlock() question, so here goes. I'm just testing out trying to modify the world with setBlock(), and it's just not behaving like I'd expect. The other question answered my own questions about the integer parameters for setBlock(), so I'm now passing in Constants.BlockFlags.DEFAULT. This really is just like the behavior of the setBlockAndUpdate() method anyway.... which I was trying at one point. The behavior I'm seeing is that the blocks appear in the world, but disappear when interacting with them and the previous blocks (if any) reappear. All of these blocks are reverted and are not saved if I quit to title and restart the world. I can climb on them and bump off of them, but that's about it. This is launching from the Forge MDK runClient configuration. (Edit: specifically, forge-1.16.5-36.1.4-mdk via IntelliJ IDEA) Most people's questions about setBlock() seem quite straightforward and like it just works for them. It's almost like a problem passing in immediate variables that get deleted when they go out of scope ... but the few examples I find are using defaultBlockState() and aren't calling new or anything... ? I can use the ModBlocks.MYBLOCK blocks normally within the game otherwise... as in, place them as in game blocks from creative/survival mode, etc.. they only misbehave from the Item.use() override... Other changes to the current chunk made after inserting these blocks from normal creative/survival game interactions are saved. package com.mydomain.testmod; import net.minecraft.block.Block; import net.minecraft.block.BlockState; import net.minecraft.command.arguments.BlockStateArgument; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.inventory.EquipmentSlotType; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.ActionResult; import net.minecraft.util.ActionResultType; import net.minecraft.util.Hand; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraft.world.chunk.Chunk; import net.minecraftforge.common.util.Constants; public class ItemTest extends Item { public ItemTest(Properties prop) { super(prop); } @Override public ActionResult<ItemStack> use(World world, PlayerEntity player, Hand hand) { if (world.isClientSide) { if (hand == Hand.MAIN_HAND) { BlockPos pos = new BlockPos(player.position());// RayTraceUtil.getTargetBlockPos(player, world, 25); Block targetBlock = ModBlocks.MYBLOCK.get(); if(pos != null) { for (int y = 0; y < 10; y++) { for (int i = -5; i <= 5; i++) { if ((i != 0) || (y > 1)) { world.setBlock(pos.offset(5, y, i), targetBlock.defaultBlockState(), Constants.BlockFlags.DEFAULT); } world.setBlock(pos.offset(i, y, 5), targetBlock.defaultBlockState(), Constants.BlockFlags.DEFAULT); world.setBlock(pos.offset(-5, y, i), targetBlock.defaultBlockState(), Constants.BlockFlags.DEFAULT); world.setBlock(pos.offset(i, y, -5), targetBlock.defaultBlockState(), Constants.BlockFlags.DEFAULT); } } return ActionResult.pass(player.getItemInHand(hand)); } } } return super.use(world, player, hand); } } The item is registered like so: public class ModItems { public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, TestMod.MODID); public static final RegistryObject<Item> ITEMTEST = ITEMS.register("itemtest", () -> new ItemTest(new Item.Properties().tab(ItemGroup.TAB_MISC))); public static void init() { ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); } } ... and the block: public class ModBlocks { public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, TestMod.MODID); public static final RegistryObject<Block> MYBLOCK = register("myblock", () -> new Block(AbstractBlock.Properties.of(Material.STONE).requiresCorrectToolForDrops().sound(SoundType.STONE))); static void init() { BLOCKS.register(FMLJavaModLoadingContext.get().getModEventBus()); } private static <T extends Block> RegistryObject<T> registerNoItem(String name, Supplier<T> block) { return BLOCKS.register(name, block); } private static <T extends Block> RegistryObject<T> register(String name, Supplier<T> block) { RegistryObject<T> ret = registerNoItem(name, block); ModItems.ITEMS.register(name, () -> new BlockItem(ret.get(), new Item.Properties().tab(ItemGroup.TAB_BUILDING_BLOCKS))); return ret; } } Usually, I'd have made my own thread from the start... but the other thread basically was answering my main question already (setBlock integer parameter usage), so...
  3. Ok, so I have a question about these functions in 1.16.5. I'm trying to do world.setBlock() commands from within an Item use() override. No matter what function I use (setBlockAndUpdate, setBlock with Constants.BlockFlags.DEFAULT, etc) the blocks appear in the client but disappear when interacted with (apart from collusions). If I quit and restart, none of the changes were saved. Blocks replacing other blocks (like grass) go back to the previous block. This is launching from the Forge MDK runClient configuration. Are there contexts from which you're not supposed to update the world? Are you supposed to queue updates for some worker thread/task to handle? Mark things for update? ie: world.setBlock(pos.offset(i, y, 5), ModBlocks.MYBLOCK.get().defaultBlockState(), Constants.BlockFlags.DEFAULT); Most people's questions about setBlock() seem quite straightforward and like it just works for them. It's almost like a problem passing in immediate variables that get deleted when they go out of scope ... but the few examples I find are using defaultBlockState() and aren't calling new or anything... ? I can use the ModBlocks.MYBLOCK blocks normally within the game otherwise... as in, place them as in game blocks from creative/survival mode, etc.. they only misbehave from the Item.use() override...
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