Posted August 21, 201312 yr Hey there everyone. I'm fairly new to modding and I'm trying to figure out why my class isn't overriding the existing block, in this case the farmland. package chaosmod.coinmods; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.BlockFarmland; import net.minecraft.block.material.Material; import net.minecraft.world.World; import net.minecraftforge.common.ForgeDirection; import net.minecraftforge.common.IPlantable; public class ChaosFarm2 extends BlockFarmland { public ChaosFarm2(int par1) { super(par1); // TODO Auto-generated constructor stub } @Override public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) { //NEW UPDATED TICK FOR FARMLAND if (!this.isWaterNearby(par1World, par2, par3, par4)) { int l = par1World.getBlockMetadata(par2, par3, par4); if (l > 0) { par1World.setBlockMetadataWithNotify(par2, par3, par4, l - 1, 2); } else if (!this.isCropsNearby(par1World, par2, par3, par4)) { par1World.setBlock(par2, par3, par4, Block.dirt.blockID); } } else { //Getting metadata and increasing to max 7 if already watered (>0) int l = par1World.getBlockMetadata(par2, par3, par4); if (l > 0 && l < 7) { par1World.setBlockMetadataWithNotify(par2, par3, par4, l + 1, 2); } else { par1World.setBlockMetadataWithNotify(par2, par3, par4, 1, 2); nukewater(par1World, par2, par3, par4); } //Original update method - replaced with above to increase rather than set to 7 //par1World.setBlockMetadataWithNotify(par2, par3, par4, 7, 2); } } private boolean isWaterNearby(World par1World, int par2, int par3, int par4) { //NEW IS WATER METHOD for (int l = par2 - 4; l <= par2 + 4; ++l) { for (int i1 = par3; i1 <= par3 + 1; ++i1) { for (int j1 = par4 - 4; j1 <= par4 + 4; ++j1) { //Now only looks for water source blocks if (par1World.getBlockId(l, i1, j1) == 9 && (par1World.getBlockMetadata(l, i1, j1)) == 0) { return true; } } } } return false; } /* Nuke Command for changing water source blocks when farm absorbs water */ private void nukewater(World par1World, int par2, int par3, int par4) { for (int l = par2 - 4; l <= par2 + 4; ++l) { for (int i1 = par3; i1 <= par3 + 1; ++i1) { for (int j1 = par4 - 4; j1 <= par4 + 4; ++j1) { if (par1World.getBlockId(l, i1, j1) == 9 && (par1World.getBlockMetadata(l, i1, j1)) == 0) { par1World.setBlock(l, i1, j1, 0); return; } } } } } private boolean isCropsNearby(World par1World, int par2, int par3, int par4) { byte b0 = 0; for (int l = par2 - b0; l <= par2 + b0; ++l) { for (int i1 = par4 - b0; i1 <= par4 + b0; ++i1) { int j1 = par1World.getBlockId(l, par3 + 1, i1); Block plant = blocksList[j1]; if (plant instanceof IPlantable && canSustainPlant(par1World, par2, par3, par4, ForgeDirection.UP, (IPlantable)plant)) { return true; } } } return false; } } That's the existing code I'm using and when I run it, the farmland acts the same instead of "absorbing" water blocks nearby. I thought if you copied the exact code from the super that you can override it with additional or even completely different code to change the code so that it's mod friendly. I can make the changes to the base but I really want to avoid that. Thanks!
August 21, 201312 yr You can't change the behaviour of a vanilla block without changing it's class file. The only relatively safe way to do that is using ASM APIs for transforming java bytecode, so you register for a certain event and your callback receives the bytecode (as a byte[]) and the name for every class minecraft launcher loads. So you decide which ones you need to transform. That's kinda advanced stuff, and since you're new to modding I'd suggest you don't try that right now. Register that block you made and use it instead of the normal farmland. Maybe there's a world event you can subscribe to prevent vanilla farmland blocks from being placed (everytime one is placed you set it to dirt, or something). But I don't know if there's such a thing. edit: only mentioned that as a possible inspiration for more experienced modders to try and answer your question.
August 21, 201312 yr Author So for now then, I should modify the base class - assuming I did that and I run the recompile and reobfuscate_srg bats, I end up with a file I can zip up as my mod, but I know that the base class file would need to be put into the minecraft jar and I the file names don't look like the ones inside the minecraft jar so I'm pretty sure just dropping them in won't work. How would I go about recompiling the new base class files so that I can drop them into the jar (or have others do the same - shouldn't be conflicts with other mods as the behavior of the block is pretty much the same except when dealing with water source blocks) Oh and also I could simply add a new block, but when a hoe is used to till the land, I'd have to change -that- class as well to produce the right block, or make custom tools for custom farmlands but that seems a bit excessive for what I'm trying to accomplish here.
August 21, 201312 yr I never tried that... And you shouldn't. But if you don't mind risking conflict with other mods and random crashes... I think that if you don't change the NAME of the vanilla class and run recompile.bat and then reobfuscate.bat (not reobfuscate_srg.bat) you should output your class with the correctly obfuscated name, the same obfuscated name as the untampered vanilla class I'd guess. I don't know where to put it though. I don't really know where minecraft class files are located in this 1.6.2 version.
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