Guest Posted September 25, 2022 Share Posted September 25, 2022 (edited) public InteractionResult use(BlockState blockState, Level level, BlockPos blockPos, Player player, InteractionHand hand, BlockHitResult blockHitResult) { ItemStack itemstack = player.getItemInHand(hand); boolean successfullyDyed = false; if (level.isClientSide) { if(player.getAbilities().mayBuild == true){ if(itemstack.getItem() == Items.RED_DYE){ level.setBlock(blockPos,blockState.setValue(TYPE,0),0); successfullyDyed = true; } else if(itemstack.getItem() == Items.ORANGE_DYE){ level.setBlock(blockPos,blockState.setValue(TYPE,1),0); successfullyDyed = true; } else if(itemstack.getItem() == Items.YELLOW_DYE){ level.setBlock(blockPos,blockState.setValue(TYPE,2),0); successfullyDyed = true; } else if(itemstack.getItem() == Items.GREEN_DYE){ level.setBlock(blockPos,blockState.setValue(TYPE,3),0); successfullyDyed = true; } else if(itemstack.getItem() == Items.BLUE_DYE){ level.setBlock(blockPos,blockState.setValue(TYPE,4),0); successfullyDyed = true; } else if(itemstack.getItem() == Items.PURPLE_DYE){ level.setBlock(blockPos,blockState.setValue(TYPE,5),0); successfullyDyed = true; } else{ player.displayClientMessage(Component.translatable("block.thingamajigs.lava_lamp.wrong_dye"), true); return InteractionResult.CONSUME; } // update THIS block, no matter what happens if(successfullyDyed == true){ level.updateNeighborsAt(blockPos,this); level.playSound(null, blockPos, SoundEvents.DYE_USE, SoundSource.BLOCKS, 1.0F, 1.0F); return InteractionResult.SUCCESS; } if(!player.isCreative()) { if (itemstack.getCount() > 1) { itemstack.setCount(itemstack.getCount() - 1); } else { itemstack.setCount(0); } } } } return InteractionResult.CONSUME; } Hey there, I was working on a block's 'use' method, however the behavior is not quite what I wanted. In-game, the block will flash to the desired state, then revert back to the state it was in previously, and won't actually update. I was wondering if perhaps I was updating the block wrong? The only state I am trying to update is an Integer value called 'TYPE' from 0-5 by using dyes. Edited September 25, 2022 by CreativeMasterBonin solved the problem with simple fix Quote Link to comment Share on other sites More sharing options...
warjort Posted September 25, 2022 Share Posted September 25, 2022 You only ever set the block on the client. See HoneycombItem.useOn() for the "correct" logic. Quote Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post. Link to comment Share on other sites More sharing options...
Guest Posted September 25, 2022 Share Posted September 25, 2022 (edited) This is in a block class however, useOn is not in a block class. I am assuming I need to put the updateNeighbor method outside of my condition If(level.isClientSide), because otherwise the level.setBlock() method is ran on the client side because I check for the client side first. Or is perhaps the bug within the setBlock() method itself? level.setBlock(blockPos,blockState.setValue(TYPE,0),0 // <- here?); I had set that number to 3 before and the same behavior happened anyways. Edited September 25, 2022 by CreativeMasterBonin Quote Link to comment Share on other sites More sharing options...
Guest Posted September 25, 2022 Share Posted September 25, 2022 Nevermind I switched the case from IS clientside to if it ISN'T clientside. Now the dye-ing process works! Cool! Quote Link to comment Share on other sites More sharing options...
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