Posted October 14, 201410 yr I was looking for a low overhead way to "mark" a bunch of placed vanilla blocks and I started looking for public variable I could change so I don't have the added space of a bunch of titleEntities. I ended up finding every block I checked had blockParticleGravity set to 1.0. Changing it to .9 allows me to keep track of which blocks I marked and so far has not caused any problems. But, I want to make sure I don't break anything by modifying this variable. When is this variable used, and will setting it to .9 break anything?
October 14, 201410 yr Author Perhaps nothing? Sorry, I'm not familiar with Set<Block> . Where is this?
October 14, 201410 yr Author Oh wait you are referring to a hash or list type thing. Sorry, coming from C/C++ so don't instantly recognize the terms here . The reason I am trying to modify variables of the block instead of just saving them in an array is because I want this to be persistent with map saves etc. Basically I want the players to be able to use a wand to mark an indefinite amount of blocks that will change how things spawn on them while using as little overhead as possible.
October 14, 201410 yr Author Currently I'm tying it to the block that is on the ground. This is all in an effort to make it so I can use light switches in my house without coming home to a room full of zombies. So I came up with the idea of being able to use a wand or something to mark all blocks you don't want zombies to spawn then cancelling the spawn on those blocks. Since this could potentially be a lot of blocks tying it to the player might result in a rather large array, so that's when I started looking for alternatives like looking for existing variables on blocks I can change to use as a reference.
October 14, 201410 yr Author Oh bummer. Well, that's disappointing . I suppose maybe I could make some sort of object you place that has a range and within that range you mark your blocks and the marked blocks are stored in the object. Lot more work than I was hoping, but could work... Thanks for the help!
October 14, 201410 yr Author I guess I wouldn't know how to save the set with the map though. Seems like I'd have to use a tileEntity somewhere to keep track of this information right?
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