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[1.16.5] world.setBlock with ModBlock


grvt
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I'm attempting to replace grass blocks in a world with a ModBlock I called `scorched_earth`. However, `world.setBlock()` requires a block ID. I've looked for some way to get an ID for the block but can't seem to find any workarounds? Am I just doing it wrong?

Example (incomplete) code:

private void scorch(World worldIn, BlockPos pos, Block block) {
     BlockState state = worldIn.getBlockState(pos);
     if(block.isBurning(state, worldIn, pos)) {
         if(block.is(Blocks.GRASS_BLOCK)) worldIn.setBlock(pos, state, 0, ModBlocks.SCORCHED_EARTH.get());
     }
}
Edited by grvt
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  • grvt changed the title to [1.16.5] world.setBlock with ModBlock

learn basic java, since Block is not and int

you need to pass in the BlockPos (as first parm), the BlockState (as second parm), the place flag (as second parm), you could use 3,
the fourth parm is not needed since there is a method with only these 3 parm

Edited by Luis_ST
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The 1st parameter is the position to place at. The 2nd parameter is the block state to place. The 3rd parameter are the update flags (Constants.BlockFlags). The 4th parameter is recursion depth.

You really should not be using this overload. Use setBlockAndUpdate(BlockPos, BlockState) for most cases. If you need to set the flags, use setBlock(BlockPos, BlockState, int).

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3 minutes ago, Luis_ST said:

learn basic java, since Block is not and int

I know. My question was what I should be putting there, because I didn't understand the method properly.

2 minutes ago, diesieben07 said:

The 1st parameter is the position to place at. The 2nd parameter is the block state to place. The 3rd parameter are the update flags (Constants.BlockFlags). The 4th parameter is recursion depth.

You really should not be using this overload. Use setBlockAndUpdate(BlockPos, BlockState) for most cases. If you need to set the flags, use setBlock(BlockPos, BlockState, int).

Thank you that makes a lot more sense.

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Really what happened was that this parameter you were passing:

worldIn.setBlock(pos, state, ... );

was this:

BlockState state = worldIn.getBlockState(pos);

when it should have been this:

ModBlocks.SCORCHED_EARTH.get().getDefaultState()

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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(US)     CPU: 4x Intel(R) Core(TM) i5-4570T CPU @ 2.90GHz     OptiFine Version: OptiFine_1.16.5_HD_U_G8     OptiFine Build: 20210515-161946     Render Distance Chunks: 8     Mipmaps: 0     Anisotropic Filtering: 1     Antialiasing: 0     Multitexture: false     Shaders: null     OpenGlVersion: 4.3.0 - Build 20.19.15.5058     OpenGlRenderer: Intel(R) HD Graphics 4600     OpenGlVendor: Intel     CpuCount: 4
    • Sorry, I thought originally this was a forge problem , so I made it for this. Anyway, I have THIS for the tick() method ...  public void tick() { if (level.getServer() != null) { super.tick(); } One of my friends told me I needed to check if it was NOT null before the super because otherwise, it was crashing when the entity was spawed- if that's not the solution , then what do i do to stop it from crashing? Here is a pastebin of that crash. Thanks by the way for trying to help me. https://pastebin.com/Qk37BRA6
    • How do you know it's the attributes' problem? For me it sounds more like it's not ticking. (maybe forgot to call super, or the server is frozen.)   Btw you're on the wrong sub forum
    • Basically, my attributes for my TankEntity are not going through. I'm DIRECTLY porting from 1.17, and it worked fine on 1.17 and 16, so I'm pretty confused here. The Entity extends Pig and within it, this is for creating the attributes. public static AttributeSupplier.Builder createAttributes() { return Pig.createLivingAttributes() .add(Attributes.MAX_HEALTH, 90.0D) .add(Attributes.MOVEMENT_SPEED, 0.14f) .add(Attributes.KNOCKBACK_RESISTANCE, 10.0D) .add(Attributes.FOLLOW_RANGE, 0.0D); } Then, in my EntityTypes Registry, I add the attributes.  @Mod.EventBusSubscriber(modid = TankMod.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD) public class TankModEntityTypes { ..... @SubscribeEvent public static void entityAttributesInit(EntityAttributeCreationEvent event) { event.put(TANK_ENTITY_TYPE.get(), TankEntity.createAttributes().build()); } I just don't understand why its not working. This worked fine , before. The Entity spawns, but it weirdly just floats in the air, and when hit it goes red and doesn't stop being red. When the player rides it, its health also doesn't go down. Really strange stuff.  I looked at some other mods which have entity attributes, and it works fine in them. If there's anything else I need to show let me know.
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