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[1.8.9] ensuring code is run when a tile entity/block is removed


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Posted

I have a tile entity which silences mobs within a certain radius and then unmutes them when they move outside the range. However, I am not sure how to unmute the mobs when the block is removed. What would be the best way to do this?

 

Thanks in advance

Posted

Block#onBlockDestroyed

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Okay, I thought I remembered that being a thing, but I can only find Block.DestroyedByPlayer and Block.DestroyedByExplosion (might just be being stupid or blind).

 

I'm using forge 1.8.9 - 11.15.1.1722 and MCP mappings stable_22

Posted

I was running off of recollection.

 

Try Block#breakBlock

 

Most TE blocks use it to drop their inventory (check BlockChest and BlockFurnace).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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