Posted October 25, 20222 yr using the tall towers example i wanna spawn a complex villages like old version 1.8 the plan until now consist on making a especial block to do all the job following the steps * fix and level up the land to remove the stepped parts and pitfalls * spawn village fence in the borders * spawn the sewer tunnels * spawn the gravel / compacted grass paths * houses * villagers / animals and spawn that block in the world using the datapacks system this is what i have the data packs works and spawn the block in the world but the blocks dont pops up at this point only has the code to level up the terrain ###### the trouble seem like data packs put blocks in the world without triggering the internal block i try this tree things but nothing triggers // ########## ########## ########## ########## public void tick(BlockState blkstate, ServerLevel warudo, BlockPos blkpos, RandomSource randomsource) { System.out.println("\n\ntick()\n\n"); warudo.setBlock(blkpos, Blocks.AIR.defaultBlockState(), 10); AreaCircular ac = new AreaCircular(warudo); ac.setRadio(32.0F); ac.aplanar_area_circular(blkpos); ac.bm.setBlocks(); } @Override public void setPlacedBy(Level warudo, BlockPos blkpos, BlockState p_49849_, @Nullable LivingEntity p_49850_, ItemStack p_49851_) { System.out.println("\n\nsetPlacedBy()\n\n"); warudo.setBlock(blkpos, Blocks.AIR.defaultBlockState(), 10); AreaCircular ac = new AreaCircular(warudo); ac.setRadio(32.0F); ac.aplanar_area_circular(blkpos); ac.bm.setBlocks(); } @Override public void onPlace(BlockState p_60566_, Level warudo, BlockPos blkpos, BlockState p_60569_, boolean p_60570_) { System.out.println("\n\nonPlace()\n\n"); warudo.setBlock(blkpos, Blocks.AIR.defaultBlockState(), 10); AreaCircular ac = new AreaCircular(warudo); ac.setRadio(32.0F); ac.aplanar_area_circular(blkpos); ac.bm.setBlocks(); } ##### may the block spawn process in a pseudo level of something i dont know i need way to trigger the block on spawn and launch ac.aplanar_area_circular(blkpos); to start the process thanks for your time
October 25, 20222 yr This isn't something I know a lot about, and you don't show your relevant code so I have no idea what you are really doing. Anyway (guessing): Blocks spawned using worldgen/structures are not "placed" so those events won't fire. e.g. floating sand or gravel created by world gen doesn't fall. Your tick event won't fire unless you also override isRandomlyTicking() or set the property in the block properties. Why is this not a block entity if it is a special block? You can use proper ticking. I believe the correct way to do what you are trying to do is using the TerrainAdjustment/Beardifier. But like I said, I don't know much about structures, except Mojang seem to change how they work with every release. 🙂 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.
October 25, 20222 yr Author this block is a common block its weird how it dont work if i just put the code on public BlockState getStateForPlacement(BlockPlaceContext context) {} thats why i think there exist some pseudo Levels only having access to reduced part of database soo i was using the tick the button and the presure plate use to reset to normal thats how i manage to set the ladder blocks and retrieve them Spoiler ########################### from the minecraft terrain generation i dont think its gonna fit mi desires is like a mi thing i want the main area round, circular and i want the area leveled using slabs so the max inclination goes to like 22.5 degrees way the village looks always different based on the previous terrain characteristics sorry i dont speak english so mi gramatical thing is wrong i need to fix the grass slab color thing is weird how it looks when the grass has two diferent colors ############################ anyway let say i change from a common block to an TileEntity block and make it detonate at 10 ticks of existing the extructure its 25chunks big #################################################################################################### soo i need way to check if those chuncks alredy exist and if not i need to force minecraft to generate those chunks can you help me whit those two things
October 25, 20222 yr I still have no idea what you are trying to do. Or what you are currently doing and which part does not work. Your problem is not your grammar. Your problem is you jump randomly from block placement, to grass colors, to ladders, to terrain generation and finally to chunk loading. The one part I do understand is the last part. See the Level.getChunk() methods for querying and loading/generating chunks. On your "pseudo levels", I think you are referring to the ProtoChunk vs the real runtime LevelChunk? e.g. look at the difference in setBlockState() for them. Edited October 25, 20222 yr 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.
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