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Posted

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.

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.

Posted

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.

Posted

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

Posted

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).

Posted
  On 1/4/2017 at 8:30 AM, bongotezz said:

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.

Posted
  On 1/4/2017 at 9:16 AM, XFactHD said:

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.

Posted

@desht I am using this event in one of my mods, I will take a look when I am at home and post it.

Posted
  On 1/4/2017 at 11:23 AM, bongotezz said:

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!

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.

Posted
  On 1/4/2017 at 11:49 AM, EscapeMC said:

  Quote

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.

Posted
  On 1/4/2017 at 8:24 AM, desht said:

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.

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