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Posted (edited)

Hi,

I am trying to make a my own version of a flint and steel but changed up a bit. It is supposed to spawn 4 fire blocks in a 2 by 2 area but it is only spawning the fire that I am looking at. Can you help me? Here is my code.

package item;

import net.minecraft.core.BlockPos;
import net.minecraft.world.InteractionResult;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.context.UseOnContext;
import net.minecraft.world.level.block.BaseFireBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.gameevent.GameEvent;

public class FFSS extends Item {

	public FFSS(Properties p_41383_) {
		super(p_41383_);
	}
	
	@Override
	public InteractionResult useOn(UseOnContext context) {
		
		BlockPos pos1 = new BlockPos(context.getClickedPos().getX(), context.getClickedPos().getY() + 1, context.getClickedPos().getZ());
		BlockPos pos2 = new BlockPos(pos1.getX() + 1, pos1.getY(), pos1.getZ());
		BlockPos pos3 = new BlockPos(pos1.getX(), pos1.getY(), pos1.getZ() + 1);
		BlockPos pos4 = new BlockPos(pos1.getX() + 1, pos1.getY(), pos1.getZ() + 1);
		
		BlockState bs1 = BaseFireBlock.getState(context.getLevel(), pos1);
		BlockState bs2 = BaseFireBlock.getState(context.getLevel(), pos2);
		BlockState bs3 = BaseFireBlock.getState(context.getLevel(), pos3);
		BlockState bs4 = BaseFireBlock.getState(context.getLevel(), pos4);
		
		context.getLevel().setBlock(pos1, bs1, 1);
		context.getLevel().setBlock(pos2, bs2, 1);
		context.getLevel().setBlock(pos3, bs3, 1);
		context.getLevel().setBlock(pos4, bs4, 1);
		
		context.getLevel().gameEvent(context.getPlayer(), GameEvent.BLOCK_PLACE, pos1);
		context.getLevel().gameEvent(context.getPlayer(), GameEvent.BLOCK_PLACE, pos2);
		context.getLevel().gameEvent(context.getPlayer(), GameEvent.BLOCK_PLACE, pos3);
		context.getLevel().gameEvent(context.getPlayer(), GameEvent.BLOCK_PLACE, pos4);
	    return super.useOn(context);
	}
}

 

Edited by CoddingDirtMC
Posted

Here is the full code:

package item;

import net.minecraft.core.BlockPos;
import net.minecraft.world.InteractionResult;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.context.UseOnContext;
import net.minecraft.world.level.block.BaseFireBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.gameevent.GameEvent;

public class FFSS extends Item {

	public FFSS(Properties p_41383_) {
		super(p_41383_);
	}
	
	@Override
	public InteractionResult useOn(UseOnContext context) {
		
		BlockPos pos1 = new BlockPos(context.getClickedPos().getX(), context.getClickedPos().getY() + 1, context.getClickedPos().getZ());
		BlockPos pos2 = new BlockPos(pos1.getX() + 1, pos1.getY(), pos1.getZ());
		BlockPos pos3 = new BlockPos(pos1.getX(), pos1.getY(), pos1.getZ() + 1);
		BlockPos pos4 = new BlockPos(pos1.getX() + 1, pos1.getY(), pos1.getZ() + 1);
		
		BlockState bs1 = BaseFireBlock.getState(context.getLevel(), pos1);
		BlockState bs2 = BaseFireBlock.getState(context.getLevel(), pos2);
		BlockState bs3 = BaseFireBlock.getState(context.getLevel(), pos3);
		BlockState bs4 = BaseFireBlock.getState(context.getLevel(), pos4);
		
		context.getLevel().setBlock(pos1, bs1, 1);
		context.getLevel().setBlock(pos2, bs2, 1);
		context.getLevel().setBlock(pos3, bs3, 1);
		context.getLevel().setBlock(pos4, bs4, 1);
		
		context.getLevel().gameEvent(context.getPlayer(), GameEvent.BLOCK_PLACE, pos1);
		context.getLevel().gameEvent(context.getPlayer(), GameEvent.BLOCK_PLACE, pos2);
		context.getLevel().gameEvent(context.getPlayer(), GameEvent.BLOCK_PLACE, pos3);
		context.getLevel().gameEvent(context.getPlayer(), GameEvent.BLOCK_PLACE, pos4);
	    return InteractionResult.sidedSuccess(context.getLevel().isClientSide());
	}
}

And here is the register code:

package item;

import net.minecraft.world.item.CreativeModeTab;
import net.minecraft.world.item.Item;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
import net.minecraftforge.registries.RegistryObject;
import com.elliot.juststeel.*;
public class ItemInit {
	public static final DeferredRegister<Item> ITEMS = 
            DeferredRegister.create(ForgeRegistries.ITEMS, JustSteel.MODID);
	public static final RegistryObject<Item> STEELSTEEL = ITEMS.register("steelsteel",
            () -> new Item(new Item.Properties().tab(CreativeModeTab.TAB_TOOLS).stacksTo(1)));
	public static final RegistryObject<Item> FLINTFLINT = ITEMS.register("flintflint",
			() -> new FlintFlint(new Item.Properties().tab(CreativeModeTab.TAB_TOOLS).stacksTo(1)));
	public static final RegistryObject<Item> FLINTFLINTSTEELSTEEL = ITEMS.register("flintflintsteelsteel",
            () -> new FFSS(new Item.Properties().tab(CreativeModeTab.TAB_TOOLS).stacksTo(1)));
}

I did look at the FlintAndSteelItem class but most of the difference was sound which I don't really care about.

  • CoddingDirtMC changed the title to [SOLVED] [1.19] Item setting fire block not working right

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