Jump to content

Recommended Posts

Posted

I've been poring through all the code related to Explosions that I can find, which apparently isn't much, because I can't find where it decides that blocks cannot be destroyed while underwater.

 

Here's everything I could find out about explosions:

 

  Reveal hidden contents

 

Nowhere in there do I see any reference to water or anything that would prevent blocks from being destroyed when the explosion occurs in water. What am I missing here?

 

Posted

Maybe you can check if the Explosive is near water, and if it is remove the water block every tick, so it doesn't re-flow?

I've actually had the same problem with you, and eventually I gave up looking and just used this method.

 

Method (lost it, but can explain):

 

Get the entity location, and get x+1, y+1, z+1, x-1, y-1, z-1 or you can use loops, setBlock(0)

Posted

I'm not trying to destroy the water, I'm trying to destroy blocks with explosions that happen IN the water.

 

Of course I could just write my own methods instead of using the vanilla Explosion class, but I'm puzzled that I can't seem to find where Minecraft decides that the explosion is in water and then prevents it from destroying blocks.

 

Thanks for the reply, though.

Posted

It has to do with the fact that water has an explosion resistance of 500, which completely negates the explosion rays, I believe.

 

*Checks*

 

Yep.  If I force water to have a resistance of 0, explosions happen as if they were in air.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
  On 1/11/2014 at 3:11 AM, Draco18s said:

It has to do with the fact that water has an explosion resistance of 500, which completely negates the explosion rays, I believe.

 

*Checks*

 

Yep.  If I force water to have a resistance of 0, explosions happen as if they were in air.

Ah, Draco to the rescue ;) Don't know why I didn't see that myself <facepalm>. Derp.

Posted

Which means....an explosion that has enough force...could destroy water blocks and beyond.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
  On 1/11/2014 at 4:42 AM, Draco18s said:

Which means....an explosion that has enough force...could destroy water blocks and beyond.

That would be pretty dangerous :P Instead, I've just coded a custom explosion class that can handle much wider variety of specifications, yet still retains the functionality of and can be substituted for the vanilla class.

 

This way, I can just set a variable to ignore liquids and still maintain a not-too destructive explosion, along with all sorts of other fun things. Thanks again for the help. I still don't know why I didn't check the actual explosion resistance of water...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.