nintendofan9797 Posted August 30, 2012 Posted August 30, 2012 I wanted to create a block, that will destroy a world, so I can balance out the OP stuff that I have in my mod. For example, I created a very valuable ore, and it is rather OP, so if I make it only generate in the "corrupted biome" and then if the player didn't get to it fast enough, they would lose it to the "corruption block". I have already got a timer working (one that will initiate the spread code, every couple of ticks (it chooses a random integer between 0 and 250), then will tick up to it. When it reaches the integer, it will reset the counter, then choose another integer.) It will also call the spreading code. I was wondering, now I have this, how can I make it check for and replace blocks. Any help is much appreciated. Quote
DarkGuardsman Posted August 30, 2012 Posted August 30, 2012 try looking at how grass spreads Quote http://i577.photobucket.com/albums/ss215/bobstrong/ModBannerMed.png[/img]
nintendofan9797 Posted August 30, 2012 Author Posted August 30, 2012 Thank you so much, but one problem still remains, I would prefer it to disappear after spreading. Would I just do that by in the same code call "par1World.setBlockWithNotify(par2, par3, par4, Block.air.blockID" and it would remove itself after spreading? Quote
DarkNinja2462 Posted September 1, 2012 Posted September 1, 2012 most likely, or use some sort of "Break Block" method Quote
nintendofan9797 Posted September 1, 2012 Author Posted September 1, 2012 Yep. I got it: If anyone wants the code: if (!par1World.isRemote){ for (int var6 = 0; var6 < 4; ++var6) { int var7 = par2 + par5Random.nextInt(3) - 1; int var8 = par3 + par5Random.nextInt(5) - 3; int var9 = par4 + par5Random.nextInt(3) - 1; if (par1World.getBlockId(var7, var8, var9) != 0){ par1World.setBlockWithNotify(var7, var8, var9, <your block here>); par1World.setBlockWithNotify(par2, par3, par4, 0); Quote
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