Posted February 15, 201510 yr 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)); // } // } // // } // // } // } } }
February 15, 201510 yr Author Hmm, is there any way to prevent the loading of the chunks, so the water doesnt spread any further?
February 15, 201510 yr Author Hmm, it simply says false the whole time, even though standing at the position.
February 15, 201510 yr 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.
February 15, 201510 yr 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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