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Featured Replies

Posted

Could someone explain me why my custom water loads chunks? At the updatetick method it checks if the vanilla water is next to it and replaces it with itself. Curretnly it loads every chunk while doing this and replaces everything.

 

You can see what i mean on my Dynmap. I never went to the dark blue area.

 

http://prwh.de:8125/?worldname=world&mapname=flat&zoom=3&x=669&y=64&z=478

 

 

package cobaltmod.main.blocks;

import java.util.Random;

import cobaltmod.entity.EntityBlueSlime;
import cobaltmod.entity.EntityCobaltGuardian;
import cobaltmod.entity.EntityCobaltZombie;
import cobaltmod.main.api.CMApiReplace;
import cobaltmod.main.api.CMContent;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.item.ItemStack;
import net.minecraft.util.DamageSource;
import net.minecraft.util.IIcon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.fluids.BlockFluidClassic;
import net.minecraftforge.fluids.Fluid;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class BlockDarkWater extends BlockFluidClassic {


public static BlockDarkWater instance;


    @SideOnly(Side.CLIENT)
    protected IIcon stillIcon;
    @SideOnly(Side.CLIENT)
    protected IIcon flowingIcon;
    
    public BlockDarkWater(Fluid fluid, Material material) {
            super(fluid, material);
            
    }
    
    @SideOnly(Side.CLIENT)
    public void registerBlockIcons(IIconRegister register) {
            stillIcon = register.registerIcon("mod_cobalt:darkwater_still");
            flowingIcon = register.registerIcon("mod_cobalt:darkwater_flow");
    }
    
    @Override
    public IIcon getIcon(int side, int meta) {
            return (side == 0 || side == 1)? stillIcon : flowingIcon;
    }
    
    
    
    @Override
    public boolean canDisplace(IBlockAccess world, int x, int y, int z) {
            if (world.getBlock(x,  y,  z).getMaterial().isLiquid()) return false;
            return super.canDisplace(world, x, y, z);
    }
    
    @Override
    public boolean displaceIfPossible(World world, int x, int y, int z) {
            if (world.getBlock(x,  y,  z).getMaterial().isLiquid()) return false;
            return super.displaceIfPossible(world, x, y, z);
    }
    public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) 
{
	super.onEntityWalking(par1World, par2, par3, par4, par5Entity);
	if(par5Entity instanceof EntityPlayer) 
	{
		EntityPlayer player = (EntityPlayer)par5Entity;
	    ItemStack[] armor = player.inventory.armorInventory;
	    if(armor[0] != null) 
	    {	
	    	if(armor[0].getItem() == CMContent.cobaltboots && armor[1].getItem() == CMContent.cobaltlegs && armor[2].getItem() == CMContent.cobaltplate && armor[3].getItem() == CMContent.cobalthelmet) 
	    	{
	    		return;
	    	}
	    }
	}
	if(par5Entity instanceof EntityItem)
	{
		return;
	}
	if(par5Entity instanceof EntityCobaltZombie)
	{			
		return;
	}
	if(par5Entity instanceof EntityCobaltGuardian)
	{
		return;
	}
	if(par5Entity instanceof EntityBlueSlime)
	{
		return;
	}
	par5Entity.attackEntityFrom(DamageSource.magic, 0.5F);

}

    @Override
    public void updateTick(World world, int x, int y, int z, Random rand)
    {
        int quantaRemaining = quantaPerBlock - world.getBlockMetadata(x, y, z);
        int expQuanta = -101;

        // check adjacent block levels if non-source
        if (quantaRemaining < quantaPerBlock)
        {
            int y2 = y - densityDir;

            if (world.getBlock(x,     y2, z    ) == this ||
                world.getBlock(x - 1, y2, z    ) == this ||
                world.getBlock(x + 1, y2, z    ) == this ||
                world.getBlock(x,     y2, z - 1) == this ||
                world.getBlock(x,     y2, z + 1) == this)
            {
                expQuanta = quantaPerBlock - 1;
            }
            else
            {
                int maxQuanta = -100;
                maxQuanta = getLargerQuanta(world, x - 1, y, z,     maxQuanta);
                maxQuanta = getLargerQuanta(world, x + 1, y, z,     maxQuanta);
                maxQuanta = getLargerQuanta(world, x,     y, z - 1, maxQuanta);
                maxQuanta = getLargerQuanta(world, x,     y, z + 1, maxQuanta);

                expQuanta = maxQuanta - 1;
            }

            // decay calculation
            if (expQuanta != quantaRemaining)
            {
                quantaRemaining = expQuanta;

                if (expQuanta <= 0)
                {
                    world.setBlock(x, y, z, Blocks.air);
                }
                else
                {
                    world.setBlockMetadataWithNotify(x, y, z, quantaPerBlock - expQuanta, 3);
                    world.scheduleBlockUpdate(x, y, z, this, tickRate);
                    world.notifyBlocksOfNeighborChange(x, y, z, this);
                }
            }
        }
        // This is a "source" block, set meta to zero, and send a server only update
        else if (quantaRemaining >= quantaPerBlock)
        {
            world.setBlockMetadataWithNotify(x, y, z, 0, 2);
        }

        // Flow vertically if possible
        if (canDisplace(world, x, y + densityDir, z))
        {
            flowIntoBlock(world, x, y + densityDir, z, 1);
            return;
        }

        // Flow outward if possible
        int flowMeta = quantaPerBlock - quantaRemaining + 1;
        if (flowMeta >= quantaPerBlock)
        {
            return;
        }

        if (isSourceBlock(world, x, y, z) || !isFlowingVertically(world, x, y, z))
        {
            if (world.getBlock(x, y - densityDir, z) == this)
            {
                flowMeta = 1;
            }
            boolean flowTo[] = getOptimalFlowDirections(world, x, y, z);

            if (flowTo[0]) flowIntoBlock(world, x - 1, y, z,     flowMeta);
            if (flowTo[1]) flowIntoBlock(world, x + 1, y, z,     flowMeta);
            if (flowTo[2]) flowIntoBlock(world, x,     y, z - 1, flowMeta);
            if (flowTo[3]) flowIntoBlock(world, x,     y, z + 1, flowMeta);
        }
//        if (!world.isRemote) {
//			for (int l = 0; l < 2; ++l) {
//				
//				int i1 = x + rand.nextInt(3) - 1;
//				int j1 = y + rand.nextInt(5) - 3;
//				int k1 = z + rand.nextInt(3) - 1;
//				
//				Block spreadable = world.getBlock(i1, j1, k1);
//				
//				if (world.getChunkFromBlockCoords(x, z).isChunkLoaded)
//				{
//					if (world.getBlock(j1, y - 1, k1) != CMContent.cobaltgrass)
//					{
//						if (CMApiReplace.map.containsKey(spreadable)) 
//						{	
//							world.setBlock(i1, j1, k1, CMApiReplace.map.get(spreadable));
//						}
//					}
//					
//				}
//				
//			}
//		}
        
    }
    
}

  • Author

Hmm, is there any way to prevent the loading of the chunks, so the water doesnt spread any further?

  • Author

I tried it with the coordinates of the block and then with the coordinates of the block that is in the range to replace.

  • Author

ugh, your right. Totally forgot that. It seem to spread again. I gonna reply again if it works on the server.

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