Posted August 25, 20169 yr I tried to make a similar block like the soulsand but the slow effect would be even slower. Well the problem is it wont go any slower. I tried entityIn.motionZ *= 0.1D/0.3D/0.6D; but it is still same speed as the soulsand. Is there some sort of limit to slow(i think it that there wont be one). package de.prwh.nanpa.common.core.blocks; import javax.annotation.Nullable; import net.minecraft.block.Block; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.Entity; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class BlockJungleMud extends Block { protected static final AxisAlignedBB TAR_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); public BlockJungleMud() { super(Material.GROUND); this.setHardness(0.6F); this.setUnlocalizedName("jungle_mud"); this.setRegistryName("jungle_mud"); this.setSoundType(SoundType.GROUND); } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) { return TAR_AABB; } @Override public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.motionX *= 0.1D; entityIn.motionZ *= 0.1D; } } Did i miss something?
August 25, 20169 yr I tried to make a similar block like the soulsand but the slow effect would be even slower. Well the problem is it wont go any slower. I tried entityIn.motionZ *= 0.1D/0.3D/0.6D; but it is still same speed as the soulsand. Is there some sort of limit to slow(i think it that there wont be one). package de.prwh.nanpa.common.core.blocks; import javax.annotation.Nullable; import net.minecraft.block.Block; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.Entity; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class BlockJungleMud extends Block { protected static final AxisAlignedBB TAR_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); public BlockJungleMud() { super(Material.GROUND); this.setHardness(0.6F); this.setUnlocalizedName("jungle_mud"); this.setRegistryName("jungle_mud"); this.setSoundType(SoundType.GROUND); } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) { return TAR_AABB; } @Override public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.motionX *= 0.1D; entityIn.motionZ *= 0.1D; } } Did i miss something? onEntityCollidedWithBlock is called when a entity is inside of the collision box, so if your block is not smaller that the collision box there is no normal way for any Entity to "collide" with it. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 26, 20169 yr Author onEntityCollidedWithBlock is called when a entity is inside of the collision box, so if your block is not smaller that the collision box there is no normal way for any Entity to "collide" with it. It is smaller: new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); Web ad soul sand do different things. check how isInWeb is used in the Entity class. Maybe that will work better for you. It is the soulsand code.
August 26, 20169 yr It is smaller: new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); You got it the wrong way around. The BB from getCollisionBoundinBox has to be bigger than the one from getBoundingBox. Either make the block return a BB with a smaller y-max in getBoundingBox, or make your collision BB have a y-max > 1.0. Can't get the actual block-registration of the SoulSand block atm, but I believe it has a max-y set to ~0.85, which is less than what the collisionBB returns (0.875) Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
August 26, 20169 yr Author It is smaller: new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); You got it the wrong way around. The BB from getCollisionBoundinBox has to be bigger than the one from getBoundingBox. Either make the block return a BB with a smaller y-max in getBoundingBox, or make your collision BB have a y-max > 1.0. Soulsand code, which works like shown. package net.minecraft.block; import javax.annotation.Nullable; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class BlockSoulSand extends Block { protected static final AxisAlignedBB SOUL_SAND_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.875D, 1.0D); public BlockSoulSand() { super(Material.SAND, MapColor.BROWN); this.setCreativeTab(CreativeTabs.BUILDING_BLOCKS); } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) { return SOUL_SAND_AABB; } /** * Called When an Entity Collided with the Block */ public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.motionX *= 0.4D; entityIn.motionZ *= 0.4D; } }
August 26, 20169 yr Can't get the actual block-registration of the SoulSand block atm, but I believe it has a max-y set to ~0.85, which is less than what the collisionBB returns (0.875) Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
August 26, 20169 yr Author Can't get the actual block-registration of the SoulSand block atm, but I believe it has a max-y set to ~0.85, which is less than what the collisionBB returns (0.875) I've already reverted my change yesterday which changed exactly nothing. I can't make it slower nor faster. There isn't much more of soulsand in the mc code or the jsons. That's the code and nothing more is changed. registerBlock(88, "soul_sand", (new BlockSoulSand()).setHardness(0.5F).setSoundType(SoundType.SAND).setUnlocalizedName("hellsand")); package net.minecraft.block; import javax.annotation.Nullable; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class BlockSoulSand extends Block { protected static final AxisAlignedBB SOUL_SAND_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.875D, 1.0D); public BlockSoulSand() { super(Material.SAND, MapColor.BROWN); this.setCreativeTab(CreativeTabs.BUILDING_BLOCKS); } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) { return SOUL_SAND_AABB; } /** * Called When an Entity Collided with the Block */ public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.motionX *= 0.4D; entityIn.motionZ *= 0.4D; } }
August 26, 20169 yr The BB from getCollisionBoundinBox has to be bigger than the one from getBoundingBox. Either make the block return a BB with a smaller y-max in getBoundingBox, or make your collision BB have a y-max > 1.0 This is basically wrong. For onCollide to work, the block needs to be smaller than a full cube, that's it. I don't know why his code isn't working though. 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.
August 26, 20169 yr I tried to make a similar block like the soulsand but the slow effect would be even slower. Well the problem is it wont go any slower. I tried entityIn.motionZ *= 0.1D/0.3D/0.6D; but it is still same speed as the soulsand. Is there some sort of limit to slow(i think it that there wont be one). package de.prwh.nanpa.common.core.blocks; import javax.annotation.Nullable; import net.minecraft.block.Block; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.Entity; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class BlockJungleMud extends Block { protected static final AxisAlignedBB TAR_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); public BlockJungleMud() { super(Material.GROUND); this.setHardness(0.6F); this.setUnlocalizedName("jungle_mud"); this.setRegistryName("jungle_mud"); this.setSoundType(SoundType.GROUND); } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) { return TAR_AABB; } @Override public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.motionX *= 0.1D; entityIn.motionZ *= 0.1D; } } Did i miss something? I'm not sure why your code doesn't work, but I suspect that there is a Math.min call (or the if statement equivalent) somewhere after where Block#onEntityCollidedWithBlock is called. Not sure tho. However, I know for a fact you can move slower on a block because slimes cause the player to move super slowly when not bouncing. Perhaps you should check out BlockSlime to see how it's done there? I believe the motion changes are done in Block#onEntityWalk there instead of Block#onEntityCollidedWithBlock so that might have something to do with it
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