Posted March 7, 20223 yr Hello, I am trying to schedule a tick on a block when I right click it. But somehow I never get the tick event to trigger. Any idea what is going on? public class ActivatedTimerBlock extends ActivatedBlock { public static final BooleanProperty ACTIVE = BooleanProperty.create("active"); public ActivatedTimerBlock(Properties properties) { super(properties); } @Override protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> builder) { super.createBlockStateDefinition(builder); builder.add(ACTIVE); } private boolean isTicking(BlockState state) { return state.hasProperty(IS_ACTIVATED) && state.getValue(IS_ACTIVATED); } @Override public InteractionResult use(BlockState blockState, Level level, BlockPos blockPos, Player player, InteractionHand interactionHand, BlockHitResult blockHitResult) { if (level.isClientSide) { return InteractionResult.SUCCESS; } else { BlockState blockstate = this.pull(blockState, level, blockPos); float f = blockstate.getValue(IS_ACTIVATED) ? 0.6F : 0.5F; level.playSound((Player) null, blockPos, SoundEvents.LEVER_CLICK, SoundSource.BLOCKS, 0.3F, f); level.gameEvent(player, blockstate.getValue(IS_ACTIVATED) ? GameEvent.BLOCK_SWITCH : GameEvent.BLOCK_UNSWITCH, blockPos); level.scheduleTick(blockPos, blockstate.getBlock(), 2 + level.random.nextInt(5)); return InteractionResult.CONSUME; } } public BlockState pull(BlockState blockState, Level level, BlockPos blockPos) { blockState = blockState.cycle(IS_ACTIVATED); level.setBlock(blockPos, blockState, 3); this.updateNeighbours(blockState, level, blockPos); return blockState; } public boolean isSignalSource(BlockState blockState) { return true; } private void updateNeighbours(BlockState blockState, Level level, BlockPos blockPos) { level.updateNeighborsAt(blockPos, this); } @Override public void tick(BlockState state, ServerLevel world, BlockPos pos, Random random) { super.tick(state, world, pos, random); System.out.println("tick"); if (world.isClientSide) { return; } if (isTicking(state)) { System.out.println("ticking"); if (state.getValue(ACTIVE)) { System.out.println("active"); world.setBlockAndUpdate(pos, state.setValue(IS_ACTIVATED, false).setValue(ACTIVE, false)); } else { System.out.println("not active"); world.setBlockAndUpdate(pos, state.setValue(ACTIVE, true)); world.scheduleTick(pos, this, 15); } } } }
March 7, 20223 yr Author 19 minutes ago, diesieben07 said: How do you imagine this will ever return true? Your block does not have this property. The IS_ACTIVATED property is declared in the parent ActivatedBlock class. My problem is that the following function is never called: public void tick(BlockState state, ServerLevel world, BlockPos pos, Random random) In the use function I do the following, but nothing happens level.scheduleTick(blockPos, blockstate.getBlock(), 2 + level.random.nextInt(5));
March 7, 20223 yr Author Yes, the property is registered to the block state too public class ActivatedBlock extends HorizontalDirectionalBlock { public static final BooleanProperty IS_ACTIVATED = BooleanProperty.create("is_activated"); public ActivatedBlock(Properties properties) { super(properties); registerDefaultState(defaultBlockState().setValue(IS_ACTIVATED, Boolean.valueOf(false))); } @Override protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> builder) { super.createBlockStateDefinition(builder); builder.add(IS_ACTIVATED); } public int getSignal(BlockState blockState, BlockGetter blockGetter, BlockPos blockPos, Direction direction) { return blockState.getValue(IS_ACTIVATED) ? 15 : 0; } public int getDirectSignal(BlockState blockState, BlockGetter blockGetter, BlockPos blockPos, Direction direction) { return blockState.getValue(IS_ACTIVATED) ? 15 : 0; } } Yes, I checked the debugger. And nothing comes up in the console. That's why I put all those println.
March 8, 20223 yr Author I figured it out. The BlockInit was using the wrong block. Since I have 2 blocks (toggle and timer) and I copied timer from toggle. BlockInit was using Toggle instead of Timer. And the behavior are similar enough that I did not initially see the problem. Thank you for trying to help me on this.
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