Posted February 14, 20169 yr Hi Everyone, this is my first mod for minecraft so I am still learning, thus any help would be greatly appreciated. I am trying to have an item set the blocks underneath or around it on fire when it is dropped on the ground, but I am not sure how I should go about this. My initial thought was to find the entity in the world and then use its world coordinates and SetBlock() to accomplish this. However I couldn't find a way to find the entity in the world. Is this the best way to go about this? And if so, how would I go about finding the entity in the world. All replies would be greatly appreciated. Thanks, OfficialPiAddict.
February 14, 20169 yr Override Item#onEntityItemUpdate . This is called once per tick by every EntityItem containing an ItemStack of your Item . In your override of this method, check that the entity is on the ground (its onGround field is true ), the block at the entity's position isn't fire and fire can be placed at the entity's position ( Block#canPlaceBlockAt returned true ). If this condition is met, set the block at the entity's position to fire. In 1.7.10, use World#getBlock and World#setBlock to get and set the Block at the specified position. Use the posX , posY and posZ fields of Entity to get an entity's position and MathHelper.floor_double to convert them to integers. In 1.8.x, use World#getBlockState and World#setBlockState to get and set the IBlockState at the specified position. Use IBlockState#getBlock to get the state's Block . Use the BlockPos(Entity) constructor to get an entity's position as a BlockPos . Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
February 14, 20169 yr In addition to the above comment, I'd take a look into the flint and steel's code to see how it sets stuff on fire. I believe World has a method like setBlockOnFire, which also plays the sound effect. Also, if this isn't your own custom item you're working with, you may need to look into event handling, which there are plenty of tutorials for. catch(Exception e) { } Yay, Pokémon exception handling, gotta catch 'em all (and then do nothing with 'em).
February 14, 20169 yr Author Hi, Thanks to both of you for the quick replies. I have it working now, so thanks. Its greatly appreciated. OfficialPiAddict
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.