Posted November 15, 20168 yr Hello@All , im asking myself, what would be the function if i would set a block, and after 20sec it should get deleted. world.setBlockState(new BlockPos(x +1, y +1, z +1), Blocks.GLASS.getDefaultState()); and to delete i would use worldIn.destroyBlock(pos, true); but how to make a delay?
November 15, 20168 yr There are a few different ways you could do this. I think you could use World#scheduleUpdate when your block is placed. Then you can just set the delay for the update, and destroy your block in its updateTick method. (I've never done this, but it seems to be how redstone components get their updates) Otherwise, you could create a simple TileEntity for your block which just counts ticks and destroys the block once the limit is reached. If you are okay with the timing being slightly random, you could instead set setTickRandomly to true, and then have your block destroy itself in updateTick . Random ticks happen roughly once a minute but there's a lot of random variation.
November 15, 20168 yr Author There are a few different ways you could do this. I think you could use World#scheduleUpdate when your block is placed. Then you can just set the delay for the update, and destroy your block in its updateTick method. (I've never done this, but it seems to be how redstone components get their updates) Otherwise, you could create a simple TileEntity for your block which just counts ticks and destroys the block once the limit is reached. If you are okay with the timing being slightly random, you could instead set setTickRandomly to true, and then have your block destroy itself in updateTick . Random ticks happen roughly once a minute but there's a lot of random variation. hmm sound a bit hard, isnt it? i was thinking about "Fire" ... i want to take a look on how it work/look like .. :3 becouse it disappear after couple of seconds too so maybe there is an easyer way ?
November 15, 20168 yr Look at BlockFire - it uses several of these techniques together. It has setTickRandomly , then an updateTick method which sometimes destroys the block right away and sometimes uses World#scheduleUpdate to create fixed duration until the next update.
November 15, 20168 yr Author Look at BlockFire - it uses several of these techniques together. It has setTickRandomly , then an updateTick method which sometimes destroys the block right away and sometimes uses World#scheduleUpdate to create fixed duration until the next update. it look harder then it is ... bcuz i see additional functions like "canCatchFire" etc and im not so hard into coding ... i mean, i learned all i know by small tutorials (only minecraft) :3
November 15, 20168 yr How fire works: Every time it receives a block update tick, it increments its metadata value by 1. When it reaches 15 (or its raining, or some other checks) it deletes itself. 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.
November 15, 20168 yr Author How fire works: Every time it receives a block update tick, it increments its metadata value by 1. When it reaches 15 (or its raining, or some other checks) it deletes itself. public void onBlockUpdate() { if (this.ticks <= 0) { this.ticks = 15; //DeleteBlock } else { this.ticks -= 1; } }
November 15, 20168 yr Author Blocks are singleton-like, you have to store any data that should not be shared between all of the block in the blockstate ("metadata"). i have found what you mean: my code looks now like this, but somehow it still doesnt work .. x-x public class BlockUpdateFireBlockClass extends BlockBush{ public static final PropertyInteger AGE = PropertyInteger.create("age", 0, 15); public BlockUpdateFireBlockClass (String name,int light, Material materialIn){ super (materialIn); this.setBlockUnbreakable(); this.setLightLevel(light); this.setUnlocalizedName(name); this.setTickRandomly(true); } @SideOnly(Side.CLIENT) @Override public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.TRANSLUCENT; } @Override public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.attackEntityFrom(DamageSource.cactus, 5.0F); entityIn.setFire(10); } /** * Convert the given metadata into a BlockState for this Block */ public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(AGE, Integer.valueOf(meta)); } /** * Convert the BlockState into the correct metadata value */ public int getMetaFromState(IBlockState state) { return ((Integer)state.getValue(AGE)).intValue(); } protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {AGE}); } @Override public boolean isOpaqueCube(IBlockState state) { return false; } @Override public boolean isFullCube(IBlockState state) { return false; } @Override public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) { return NULL_AABB; } public int quantityDropped(Random random) { return 0; //Returns 0 item drop on destruction } @Override public boolean canPlaceBlockAt(World worldIn, BlockPos pos) { IBlockState soil = worldIn.getBlockState(pos.down()); return super.canPlaceBlockAt(worldIn, pos) && soil.getBlock().canSustainPlant(soil, worldIn, pos.down(), net.minecraft.util.EnumFacing.UP, this); } @Override protected boolean canSustainBush(IBlockState state) { return true; } @Override public boolean canBlockStay(World worldIn, BlockPos pos, IBlockState state) { if (state.getBlock() == this) { IBlockState soil = worldIn.getBlockState(pos.down()); return soil.getBlock().canSustainPlant(soil, worldIn, pos.down(), net.minecraft.util.EnumFacing.UP, this); } return this.canSustainBush(worldIn.getBlockState(pos.down())); } protected boolean canDie(World worldIn, BlockPos pos) { return worldIn.isRainingAt(pos) || worldIn.isRainingAt(pos.west()) || worldIn.isRainingAt(pos.east()) || worldIn.isRainingAt(pos.north()) || worldIn.isRainingAt(pos.south()); } public boolean requiresUpdates() { return false; } }
November 15, 20168 yr Blocks are singleton-like, you have to store any data that should not be shared between all of the block in the blockstate ("metadata"). i have found what you mean: my code looks now like this, but somehow it still doesnt work .. x-x public class BlockUpdateFireBlockClass extends BlockBush{ public static final PropertyInteger AGE = PropertyInteger.create("age", 0, 15); public BlockUpdateFireBlockClass (String name,int light, Material materialIn){ super (materialIn); this.setBlockUnbreakable(); this.setLightLevel(light); this.setUnlocalizedName(name); this.setTickRandomly(true); } @SideOnly(Side.CLIENT) @Override public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.TRANSLUCENT; } @Override public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.attackEntityFrom(DamageSource.cactus, 5.0F); entityIn.setFire(10); } /** * Convert the given metadata into a BlockState for this Block */ public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(AGE, Integer.valueOf(meta)); } /** * Convert the BlockState into the correct metadata value */ public int getMetaFromState(IBlockState state) { return ((Integer)state.getValue(AGE)).intValue(); } protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {AGE}); } @Override public boolean isOpaqueCube(IBlockState state) { return false; } @Override public boolean isFullCube(IBlockState state) { return false; } @Override public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) { return NULL_AABB; } public int quantityDropped(Random random) { return 0; //Returns 0 item drop on destruction } @Override public boolean canPlaceBlockAt(World worldIn, BlockPos pos) { IBlockState soil = worldIn.getBlockState(pos.down()); return super.canPlaceBlockAt(worldIn, pos) && soil.getBlock().canSustainPlant(soil, worldIn, pos.down(), net.minecraft.util.EnumFacing.UP, this); } @Override protected boolean canSustainBush(IBlockState state) { return true; } @Override public boolean canBlockStay(World worldIn, BlockPos pos, IBlockState state) { if (state.getBlock() == this) { IBlockState soil = worldIn.getBlockState(pos.down()); return soil.getBlock().canSustainPlant(soil, worldIn, pos.down(), net.minecraft.util.EnumFacing.UP, this); } return this.canSustainBush(worldIn.getBlockState(pos.down())); } protected boolean canDie(World worldIn, BlockPos pos) { return worldIn.isRainingAt(pos) || worldIn.isRainingAt(pos.west()) || worldIn.isRainingAt(pos.east()) || worldIn.isRainingAt(pos.north()) || worldIn.isRainingAt(pos.south()); } public boolean requiresUpdates() { return false; } } Why do you extend BlockBush ? In any case, you still haven't overridden updateTick , so although the block is getting random updates it's not doing anything when they arrive.
November 15, 20168 yr Author as written above, i extend "BlockBush" becouse its has to be a block where you should be able to walk through
November 15, 20168 yr Author anyways ... after watching MORE and MORE through the vanilla code... as diesieben sayd ... its here : /** * How many world ticks before ticking */ public int tickRate(World worldIn) { return 30; } public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) { if (worldIn.getGameRules().getBoolean("doFireTick")) { if (!this.canPlaceBlockAt(worldIn, pos)) { worldIn.setBlockToAir(pos); } Block block = worldIn.getBlockState(pos.down()).getBlock(); boolean flag = block.isFireSource(worldIn, pos.down(), EnumFacing.UP); int i = ((Integer)state.getValue(AGE)).intValue(); if (!flag && worldIn.isRaining() && this.canDie(worldIn, pos) && rand.nextFloat() < 0.2F + (float)i * 0.03F) { worldIn.setBlockToAir(pos); } else { if (i < 15) { state = state.withProperty(AGE, Integer.valueOf(i + rand.nextInt(3) / 2)); worldIn.setBlockState(pos, state, 4); } worldIn.scheduleUpdate(pos, this, this.tickRate(worldIn) + rand.nextInt(10)); if (!flag) { if (!this.canNeighborCatchFire(worldIn, pos)) { if (!worldIn.getBlockState(pos.down()).isSideSolid(worldIn, pos.down(), EnumFacing.UP) || i > 3) { worldIn.setBlockToAir(pos); } return; } if (!this.canCatchFire(worldIn, pos.down(), EnumFacing.UP) && i == 15 && rand.nextInt(4) == 0) { worldIn.setBlockToAir(pos); return; } } boolean flag1 = worldIn.isBlockinHighHumidity(pos); int j = 0; if (flag1) { j = -50; } this.tryCatchFire(worldIn, pos.east(), 300 + j, rand, i, EnumFacing.WEST); this.tryCatchFire(worldIn, pos.west(), 300 + j, rand, i, EnumFacing.EAST); this.tryCatchFire(worldIn, pos.down(), 250 + j, rand, i, EnumFacing.UP); this.tryCatchFire(worldIn, pos.up(), 250 + j, rand, i, EnumFacing.DOWN); this.tryCatchFire(worldIn, pos.north(), 300 + j, rand, i, EnumFacing.SOUTH); this.tryCatchFire(worldIn, pos.south(), 300 + j, rand, i, EnumFacing.NORTH); for (int k = -1; k <= 1; ++k) { for (int l = -1; l <= 1; ++l) { for (int i1 = -1; i1 <= 4; ++i1) { if (k != 0 || i1 != 0 || l != 0) { int j1 = 100; if (i1 > 1) { j1 += (i1 - 1) * 100; } BlockPos blockpos = pos.add(k, i1, l); int k1 = this.getNeighborEncouragement(worldIn, blockpos); if (k1 > 0) { int l1 = (k1 + 40 + worldIn.getDifficulty().getDifficultyId() * 7) / (i + 30); if (flag1) { l1 /= 2; } if (l1 > 0 && rand.nextInt(j1) <= l1 && (!worldIn.isRaining() || !this.canDie(worldIn, blockpos))) { int i2 = i + rand.nextInt(5) / 4; if (i2 > 15) { i2 = 15; } worldIn.setBlockState(blockpos, state.withProperty(AGE, Integer.valueOf(i2)), 3); } } } } } } } } }
November 15, 20168 yr Right. But BlockBush also does a bunch of other stuff which you probably don't want, like checking for soil underneath the block and various other methods associated with plants. If all you want is for the block to be passable by the player, then all you need to do is (in your class extending Block , not BlockBush ) override getCollisionBoundingBox to return NULL_AABB .
November 15, 20168 yr Author Right. But BlockBush also does a bunch of other stuff which you probably don't want, like checking for soil underneath the block and various other methods associated with plants. If all you want is for the block to be passable by the player, then all you need to do is (in your class extending Block , not BlockBush ) override getCollisionBoundingBox to return NULL_AABB . tried it already but its not working, or i maybe tried it wrong x), anyways, thanks!
November 15, 20168 yr anyways ... after watching MORE and MORE through the vanilla code... as diesieben sayd ... its here : /** * How many world ticks before ticking */ public int tickRate(World worldIn) { return 30; } public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) { if (worldIn.getGameRules().getBoolean("doFireTick")) { if (!this.canPlaceBlockAt(worldIn, pos)) { worldIn.setBlockToAir(pos); } Block block = worldIn.getBlockState(pos.down()).getBlock(); boolean flag = block.isFireSource(worldIn, pos.down(), EnumFacing.UP); int i = ((Integer)state.getValue(AGE)).intValue(); if (!flag && worldIn.isRaining() && this.canDie(worldIn, pos) && rand.nextFloat() < 0.2F + (float)i * 0.03F) { worldIn.setBlockToAir(pos); } else { if (i < 15) { state = state.withProperty(AGE, Integer.valueOf(i + rand.nextInt(3) / 2)); worldIn.setBlockState(pos, state, 4); } worldIn.scheduleUpdate(pos, this, this.tickRate(worldIn) + rand.nextInt(10)); if (!flag) { if (!this.canNeighborCatchFire(worldIn, pos)) { if (!worldIn.getBlockState(pos.down()).isSideSolid(worldIn, pos.down(), EnumFacing.UP) || i > 3) { worldIn.setBlockToAir(pos); } return; } if (!this.canCatchFire(worldIn, pos.down(), EnumFacing.UP) && i == 15 && rand.nextInt(4) == 0) { worldIn.setBlockToAir(pos); return; } } boolean flag1 = worldIn.isBlockinHighHumidity(pos); int j = 0; if (flag1) { j = -50; } this.tryCatchFire(worldIn, pos.east(), 300 + j, rand, i, EnumFacing.WEST); this.tryCatchFire(worldIn, pos.west(), 300 + j, rand, i, EnumFacing.EAST); this.tryCatchFire(worldIn, pos.down(), 250 + j, rand, i, EnumFacing.UP); this.tryCatchFire(worldIn, pos.up(), 250 + j, rand, i, EnumFacing.DOWN); this.tryCatchFire(worldIn, pos.north(), 300 + j, rand, i, EnumFacing.SOUTH); this.tryCatchFire(worldIn, pos.south(), 300 + j, rand, i, EnumFacing.NORTH); for (int k = -1; k <= 1; ++k) { for (int l = -1; l <= 1; ++l) { for (int i1 = -1; i1 <= 4; ++i1) { if (k != 0 || i1 != 0 || l != 0) { int j1 = 100; if (i1 > 1) { j1 += (i1 - 1) * 100; } BlockPos blockpos = pos.add(k, i1, l); int k1 = this.getNeighborEncouragement(worldIn, blockpos); if (k1 > 0) { int l1 = (k1 + 40 + worldIn.getDifficulty().getDifficultyId() * 7) / (i + 30); if (flag1) { l1 /= 2; } if (l1 > 0 && rand.nextInt(j1) <= l1 && (!worldIn.isRaining() || !this.canDie(worldIn, blockpos))) { int i2 = i + rand.nextInt(5) / 4; if (i2 > 15) { i2 = 15; } worldIn.setBlockState(blockpos, state.withProperty(AGE, Integer.valueOf(i2)), 3); } } } } } } } } } Yes... like I've been saying all along, the updateTick method is what you need to use if you want your block to act on random ticks.
November 15, 20168 yr Author just tryed to extend a normal block with: @Override public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, World worldIn, BlockPos pos) { return NULL_AABB; } it does work to "jump" into the block from "above" but from the sites it block me .. well anyways, i removed some functionalitys from "BlockBush" , so it work as i wanted already. thanks@All!
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