bongotezz Posted January 4, 2017 Share Posted January 4, 2017 Is there a way to set a chest in the world to unbreakable? I want people to get the key to unlock it. I don't want them using an axe. Thanks. Quote My Youtube Page - https://www.youtube.com/channel/UCap3K9FEincZB_pzAOi-1kQ Link to comment Share on other sites More sharing options...
Choonster Posted January 4, 2017 Share Posted January 4, 2017 To do this for your own block, override Block#getBlockHardness to return -1 (if it's unbreakable for all players) or Block#getPlayerRelativeBlockHardness to return 0 (if it's unbreakable for some players). This can't be done for vanilla blocks. Quote 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. Link to comment Share on other sites More sharing options...
desht Posted January 4, 2017 Share Posted January 4, 2017 If you want to prevent a specific chest from being broken (whose position you know), you could just subscribe to BlockEvent.BreakEvent and cancel it as necessary. Quote Link to comment Share on other sites More sharing options...
bongotezz Posted January 4, 2017 Author Share Posted January 4, 2017 Thanks for replying. I came back to let people know that i figured it out. Here's the code in case anyone is curious how i did it. It appears to work. It's locked and can be opened with a specially named item and a diamond axe cannot break it in survival. public static void lockChest(int x, int y, int z, World world, String unlockCode) { BlockPos blockPos = new BlockPos(x,y,z); world.getBlockState(blockPos).getBlock().setBlockUnbreakable(); TileEntityChest te = (TileEntityChest)world.getTileEntity(blockPos); LockCode code = new LockCode(unlockCode); te.setLockCode(code); }// end lock chest Quote My Youtube Page - https://www.youtube.com/channel/UCap3K9FEincZB_pzAOi-1kQ Link to comment Share on other sites More sharing options...
bongotezz Posted January 4, 2017 Author Share Posted January 4, 2017 Aww man. It looks like it set all chests to unbreakable Quote My Youtube Page - https://www.youtube.com/channel/UCap3K9FEincZB_pzAOi-1kQ Link to comment Share on other sites More sharing options...
desht Posted January 4, 2017 Share Posted January 4, 2017 Yep. Block is a singleton class, remember - it represents a template of all blocks of that type. Quote Link to comment Share on other sites More sharing options...
bongotezz Posted January 4, 2017 Author Share Posted January 4, 2017 It looks like i will need to create my own chest block then. Time to learn some new things. Quote My Youtube Page - https://www.youtube.com/channel/UCap3K9FEincZB_pzAOi-1kQ Link to comment Share on other sites More sharing options...
Guest Posted January 4, 2017 Share Posted January 4, 2017 As desht said you can use an event handler for that purpose but I would recommend using BlockEvent.HarvestCheck (event might be in a separate class and not in BlockEvent) instead of BlockEvent.Break as that cancels breaking before the break process is started (kinda like hitting a block with a sword). Quote Link to comment Share on other sites More sharing options...
Jay Avery Posted January 4, 2017 Share Posted January 4, 2017 It looks like i will need to create my own chest block then. Time to learn some new things. Remember that if you do this, all of your new chest will be unbreakable - because blocks are singletons. If you want to make one single block unbreakable and not others of the same type, you'll probably have to use events. Quote Link to comment Share on other sites More sharing options...
desht Posted January 4, 2017 Share Posted January 4, 2017 As desht said you can use an event handler for that purpose but I would recommend using BlockEvent.HarvestCheck (event might be in a separate class and not in BlockEvent) instead of BlockEvent.Break as that cancels breaking before the break process is started (kinda like hitting a block with a sword). From looking at the call hierarchy of the break & harvest events (it's PlayerEvent.HarvestCheck BTW), I'm not so sure about that... When you receive a BlockEvent.BreakEvent, a HarvestCheck has already been fired - the BreakEvent constructor calls ForgeHooks.canHarvestBlock() , which fires the HarvestEvent. But more importantly, using event.setCanHarvest(false) in a HarvestCheck handler doesn't stop the block being broken, it just stops anything dropping from it. Specifically, Block#removedByPlayer() still gets called, which by default sets the block to AIR, but Block#harvestBlock() does not get called. On the other hand, canceling a BlockEvent.BreakEvent does stop the block from being broken. I'm looking at PlayerInteractionManager#tryHarvestBlock(BlockPos pos) for this information, for the record. Quote Link to comment Share on other sites More sharing options...
bongotezz Posted January 4, 2017 Author Share Posted January 4, 2017 I don't know anything about events yet. There's so much to learn. I've been at this for 12 whole days. I should know everything by now. Honestly i'm surprised by how much progress i've made so far. Thanks for your help and suggestions. Back to the tutorials. Quote My Youtube Page - https://www.youtube.com/channel/UCap3K9FEincZB_pzAOi-1kQ Link to comment Share on other sites More sharing options...
Guest Posted January 4, 2017 Share Posted January 4, 2017 @desht I am using this event in one of my mods, I will take a look when I am at home and post it. Quote Link to comment Share on other sites More sharing options...
EscapeMC Posted January 4, 2017 Share Posted January 4, 2017 I don't know anything about events yet. There's so much to learn. I've been at this for 12 whole days. I should know everything by now. Honestly i'm surprised by how much progress i've made so far. Thanks for your help and suggestions. Back to the tutorials. Hey, if you'd like you can reference my OpenSource test-things mod for making your chest. https://github.com/EscapeMC/Things-Mod-1.10.2/tree/master/src/main/java/com/github/escapemc/thingsmod Good luck! Quote I Love To Help People. Unless They Are The Kind Of People Who Just Doesn't Know Anything. Those People Need Some Serious Help. This Could Help But...... https://www.youtube.com/watch?v=6t0GlXWx_PY ThingsMod Git: https://github.com/EscapeMC/Things-Mod-1.10.2 TeamMadness Mod Git: https://github.com/EscapeMC/TeamMadness-Mod-1.10.2 If I somehow help you, please click the "Thank You" button. If I am a total waste of time, please click the "Applaud" button. Link to comment Share on other sites More sharing options...
bongotezz Posted January 4, 2017 Author Share Posted January 4, 2017 I don't know anything about events yet. There's so much to learn. I've been at this for 12 whole days. I should know everything by now. Honestly i'm surprised by how much progress i've made so far. Thanks for your help and suggestions. Back to the tutorials. Hey, if you'd like you can reference my OpenSource test-things mod for making your chest. https://github.com/EscapeMC/Things-Mod-1.10.2/tree/master/src/main/java/com/github/escapemc/thingsmod Good luck! Thanks man. I'll check it out. Quote My Youtube Page - https://www.youtube.com/channel/UCap3K9FEincZB_pzAOi-1kQ Link to comment Share on other sites More sharing options...
bongotezz Posted January 7, 2017 Author Share Posted January 7, 2017 If you want to prevent a specific chest from being broken (whose position you know), you could just subscribe to BlockEvent.BreakEvent and cancel it as necessary. Thanks for this tip. I was able to learn how to use events to stop chest that my mod places from being broken. Other chests remain normal. I did it by naming the chest's tileEntityChest while filling it and then checking for it in the event. If it has the same name the block break gets cancelled. If anyone wants more details just let me know. Quote My Youtube Page - https://www.youtube.com/channel/UCap3K9FEincZB_pzAOi-1kQ Link to comment Share on other sites More sharing options...
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