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How do I create a custom cactus, that can only spawn on a specific block?


leonardude
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Hey all!

 

I have no idea how to create a custom cactus, but I to create a custom cactus that damages you like a normal cactus, but only spawns on a block from my mod.

 

This is the code for my cactus class:

 

 

package com.leonardude.zether.blocks;

 

import net.minecraft.block.Block;

import net.minecraft.block.material.Material;

 

import com.leonardude.zether.main.Zether;

 

public class BlockRedCactus extends Block {

 

public BlockRedCactus(int id, Material material) {

super(id, material);

this.setCreativeTab(Zether.zetherTab);

this.setHardness(12.0F);

this.setResistance(2000.0F);

this.setLightOpacity(255);

}

 

}

 

Thanks in advance!

Leonardude

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Um... (*cough, cough*) Look at the BlockCactus class (*cough, cough*), reference it (*cough, cough*), and use methods from it (*cough, cough*).

 

At least, that's how I made my cactus mod that made 15 new cacti... (that got deleted on PMC by a moderator with no modding experience who thought it "was too simple").

-Mitchellbrine

 

Minecraft can do ANYTHING, it's coded in Java and you got the full power of Java behind you when you code. So nothing is impossible.

It may be freaking fucking hard though, but still possible ;)

 

If you create a topic on Modder Support, live by this motto:

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Here's my NON-CODED (;)) answer:

 

1) Extend BlockCactus

2) Take a look at BlockCactus

3) Find the right fields

4) Customize them to your own needs

-Mitchellbrine

 

Minecraft can do ANYTHING, it's coded in Java and you got the full power of Java behind you when you code. So nothing is impossible.

It may be freaking fucking hard though, but still possible ;)

 

If you create a topic on Modder Support, live by this motto:

I don't want your charity, I want your information
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I'm pretty sure the only method that I have to override is Block.canSustainPlant but that uses Enum Plant Types, and that only works for growing plants on vanilla blocks. I want my cactus to grow on my own version of sand, so I need to do other stuff with it than just override a method.

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I don't think that you guys know what I'm asking right now.

The current cactus spawning code uses the Enumeration DESERT, which means that it can only spawn or be place on sand, based on the if statements in the given methods. What I need to do is have my own cactus spawn on my own block, USING MY OWN ENUMERATION! (Bold wasn't working so I had to capitalize it) I don't know how to create my own enumeration that acts like the DESERT enumeration, but uses a custom block instead of sand.

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Hi

 

You're right that adding your own enum would be difficult.  Luckily you don't need to.

 

In canBlockStay:

 

The first four if statements check whether the cactus is next to another one.

The last one checks whether the block beneath the cactus will support its growth.

So why not change the call to canSustainPlant to your own checking code?

 

@Override canBlockStay in MyCustomCactus.canBlockStay and you're laughing.

 

-TGG

 

    /**
     * Can this block stay at this position.  Similar to canPlaceBlockAt except gets checked often with plants.
     */
    public boolean canBlockStay(World par1World, int x, int y, int z)
    {
        if (par1World.getBlockMaterial(x - 1, y, z).isSolid())
        {
            return false;
        }
        else if (par1World.getBlockMaterial(x + 1, y, z).isSolid())
        {
            return false;
        }
        else if (par1World.getBlockMaterial(x, y, z - 1).isSolid())
        {
            return false;
        }
        else if (par1World.getBlockMaterial(x, y, z + 1).isSolid())
        {
            return false;
        }
        else
        {
            int blockBeneathMe = par1World.getBlockId(x, y - 1, z);
            return blocksList[blockBeneathMe] != null && blocksList[blockBeneathMe].canSustainPlant(par1World, x, y - 1, z, ForgeDirection.UP, this);
        }
    }

 

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Hi

 

OK, I understand your confusion now.  I'd recommend you spend a bit of time doing some practice tutorials about inheritance in Java and especially how to override methods when you extend base classes.  Otherwise you'll struggle for days and get really frustrated because Minecraft uses that all the time.

 

http://docs.oracle.com/javase/tutorial/java/concepts/inheritance.html

http://docs.oracle.com/javase/tutorial/java/IandI/index.html

http://www.tutorialspoint.com/java/java_inheritance.htm

 

Unfortunately I can't really recommend any good tutorials for learning Java because I have come from C++, but perhaps some of the other folks on this forum could help.

 

-TGG

 

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never trust the data read in from a packet buffer. final int MIN_COLOUR = 0; final int MAX_COLOUR = 255; int red = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); int green = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); int blue = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); Color color = new Color(red, green, blue); double diameter = constrainDiameterToValidRange(buf.readDouble()); return new FlameParticleData(color, diameter); } }; } FlameParticleFactory.java /** * Based on TheGreyGhost's MinecraftByExample * On the client side: * When the client wants to spawn a Particle, it gives the FlameParticleData to this factory method * The factory selects an appropriate Particle class and instantiates it * */ public class FlameParticleFactory implements IParticleFactory<FlameParticleData> { //IParticleFactory private final IAnimatedSprite sprites; // contains a list of textures; choose one using either // not sure if i still need this // newParticle.selectSpriteRandomly(sprites); or newParticle.selectSpriteWithAge(sprites); // this method is needed for proper registration of your Factory: // The ParticleManager.register method creates a Sprite and passes it to your factory for subsequent use when rendering, then // populates it with the textures from your textures/particle/xxx.json public FlameParticleFactory(IAnimatedSprite sprite) { this.sprites = sprite; } @Nullable @Override public Particle createParticle(FlameParticleData flameParticleData, ClientWorld world, double xPos, double yPos, double zPos, double xVelocity, double yVelocity, double zVelocity) { FlameParticle newParticle = new FlameParticle(world, xPos, yPos, zPos, xVelocity, yVelocity, zVelocity, flameParticleData.getTint(), flameParticleData.getDiameter(), sprites); newParticle.pickSprite(sprites); // not quite the newParticle.selectSpriteRandomly(sprites) that was used. return newParticle; } // This is private to prevent you accidentally registering the Factory using the default constructor. // ParticleManager has two register methods, and if you use the wrong one the game will enter an infinite loop private FlameParticleFactory() { throw new UnsupportedOperationException("Use the FlameParticleFactory(IAnimatedSprite sprite) constructor"); } } FlameParticleType.java /** * Based on TheGreyGhost's MinecraftByExample * Simple class used to describe the Particle */ public class FlameParticleType extends ParticleType<FlameParticleData> { private static boolean ALWAYS_SHOW_REGARDLESS_OF_DISTANCE_FROM_PLAYER = false; public FlameParticleType() { super(ALWAYS_SHOW_REGARDLESS_OF_DISTANCE_FROM_PLAYER, FlameParticleData.DESERIALIZER); } // get the Codec used to // a) convert a FlameParticleData to a serialised format // b) construct a FlameParticleData object from the serialised format public Codec<FlameParticleData> codec() { return FlameParticleData.CODEC; } } The flame_particle.json, which is located in resources/asset.MyMod/particles, that references the flame.png, located in resources/asset.MyMod/particles/textures/particles { "textures": [ "MyMod:flame" ] }  
    • How did you figure out the texture changing? I looked at your code and I can't seem to replicate your solution.
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