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Posted

I am trying to implement some code into my mod that sets a block, or rather, restores it, but no matter what i try the block still ends up spawning a FallingBlockEntity. How can I resolve this?

 

level.setBlock(sb.getPos(), nState, Block.UPDATE_CLIENTS); 

The above is the current way in which I am going about this.

  • Author

In a example where Y:0 is stone, Y:1 is air, and Y:2 is sand, i need that sand to be floating, if that is how it was when the code took a saved state of the block.  If there is a simple flag I am overlooking, please point me in the right direction. I have tried inspecting the Level#setBlock code, tried reading the docs, but can't figure this out.

I don't think you can?

The relevant code is in FallingBlock.onPlace() called from LevelChunk.setBlockState() where it *unconditionally* schedules a block tick that checks if the block should fall.

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.

  • Author

Is there perhaps a workaround? This is a bit inconvenient since my mod aims to roll back griefing, and part of that is to restore the area exactly as it was previously

You can write your own method that only does the parts of ServerLevel.setBlock() and LevelChunk.setBlockState() that you want to perform.

You will probably need to use access transformers to make certain fields and methods public so you can use them?

https://forge.gemwire.uk/wiki/Access_Transformers

Edited by warjort

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.

  • Author

I will look into that. Through various iterations and tests I did try implementing certain parts of the mentioned code. Maybe access transformers is what i needed.

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