Zido Posted August 15, 2014 Share Posted August 15, 2014 I'm looking for a script that when you mine a block it wont be (destoryed or it will get destroyed and recreate itself) and still drop materials. Anyone who got a clue? Quote Link to comment Share on other sites More sharing options...
KeeperofMee Posted August 15, 2014 Share Posted August 15, 2014 I don't usually give code but anyway when I do I add comments.. It's your loss if you copy and paste without trying to understand so please don't if you're serious about modding. @Override public void breakBlock(World world, int x, int y, int z, Block block, int meta) { //Using random ints in the drops may cause a crash. Set amounts don't. //Loops through all drops. for(int i = 0; i < block.getDrops(world, x, y, z, meta, 0).size(); i++){ //Breaks the loop if i == size. if(i == block.getDrops(world, x, y, z, meta, 0).size()){ break; } //Spawns the drops into the world. world.spawnEntityInWorld(new EntityItem(world, x, y, z, block.getDrops(world, x, y, z, meta, 0).get(i))); } //Sets the block to the current block. world.setBlock(x, y, z, this); } Quote If I helped please press the Thank You button. Link to comment Share on other sites More sharing options...
larsgerrits Posted August 15, 2014 Share Posted August 15, 2014 I don't usually give code but anyway when I do I add comments.. It's your loss if you copy and paste without trying to understand so please don't if you're serious about modding. @Override public void breakBlock(World world, int x, int y, int z, Block block, int meta) { //Using random ints in the drops may cause a crash. Set amounts don't. //Loops through all drops. for(int i = 0; i < block.getDrops(world, x, y, z, meta, 0).size(); i++){ //Breaks the loop if i == size. if(i == block.getDrops(world, x, y, z, meta, 0).size()){ break; } //Spawns the drops into the world. world.spawnEntityInWorld(new EntityItem(world, x, y, z, block.getDrops(world, x, y, z, meta, 0).get(i))); } //Sets the block to the current block. world.setBlock(x, y, z, this); } So inefficient. You can 1) store the List<ItemStack> in the method. That way you don't need those repetetive calls to block.getDrops(*), and 2) you can iterate over a list way easier. You don't even need the if (1 == size) statement. Quote Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/ Link to comment Share on other sites More sharing options...
KeeperofMee Posted August 15, 2014 Share Posted August 15, 2014 So inefficient. You can 1) store the List<ItemStack> in the method. That way you don't need those repetetive calls to block.getDrops(*), and 2) you can iterate over a list way easier. You don't even need the if (1 == size) statement. You're totally right I really shouldn't code while distracted. My new code probably isn't the best but it's better anyway, Here's the new code: @Override public void breakBlock(World world, int x, int y, int z, Block block, int meta) { super.breakBlock(world, x, y, z, block, meta); //List of drops List<ItemStack> drops = block.getDrops(world, x, y, z, meta, 0); //Loops through all drops. for(ItemStack itemstack : drops){ //Spawns the drops into the world. world.spawnEntityInWorld(new EntityItem(world, x, y, z, itemstack)); } //Sets the block to the current block. world.setBlock(x, y, z, this); } Quote If I helped please press the Thank You button. Link to comment Share on other sites More sharing options...
Zido Posted August 15, 2014 Author Share Posted August 15, 2014 Ah thanks for the help, I was into using onBlockDestroyedByPlayer and were mixing with this stuff but without any success. Quote Link to comment Share on other sites More sharing options...
sequituri Posted August 15, 2014 Share Posted August 15, 2014 If you have any experience with worker threads and queues, you could actually schedule a regrowth of each such destroyed block after a certain time has elapsed. Quote -S- (if I helped, please click Thank and applaud) http://6upnqa.dm2301.livefilestore.com/y2mtf-vG7Tqq1TiiVpIm53KWj7294NDPoHfSHHb4PzZiMAUfRCfK0UY0MwOu7Q3zTBNVTKqWjr2-xgBfFRpQT5p-QivtvknPpoABMNUw9br9WuZcBFkjePhnAbW500gVm-P/sequiturian.png[/img] Link to comment Share on other sites More sharing options...
Zido Posted August 15, 2014 Author Share Posted August 15, 2014 Sadly I am pretty new and still learning so don't have much experience yet, and mostly I like to run through the referenced libraries for help to make some scripts ^^ Quote Link to comment Share on other sites More sharing options...
Zido Posted August 18, 2014 Author Share Posted August 18, 2014 I am trying to add a creative mode into the script so you can destroy it without respawning in creative mode but cannot get it to work. public void breakBlock(World world, int x, int y, int z, Block block, EntityPlayer player, int meta ) { //Using random ints in the drops may cause a crash. Set amounts don't. //Loops through all drops. for(int i = 0; i < block.getDrops(world, x, y, z, meta, 0).size(); i++){ //Breaks the loop if i == size. if(i == block.getDrops(world, x, y, z, meta, 0).size()){ break; } //Spawns the drops into the world. world.spawnEntityInWorld(new EntityItem(world, x, y, z, block.getDrops(world, x, y, z, meta, 0).get(i))); } if (!player.capabilities.isCreativeMode && (meta & != 0 && world.getBlock(x, y - 1, z) == this) { world.setBlock(x, y, z, this); } this is what i have ... Quote Link to comment Share on other sites More sharing options...
MultiMote Posted August 18, 2014 Share Posted August 18, 2014 You can use BlockEvent.BreakEvent Quote Link to comment Share on other sites More sharing options...
Zido Posted August 19, 2014 Author Share Posted August 19, 2014 still have no clue how to fix this one, tried plenty of different things.. Quote Link to comment Share on other sites More sharing options...
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