Posted January 14, 20178 yr How should I make a block to function as a region build protector? I want to make a block when placed, will protect a 16x16x16 region in the world. So far I've only looked up how to cancel BlockEvent.PlaceEvent but I don't know what else I need to learn to piece them together. This could be a bit much so thanks in advance for any small bits of information.
January 14, 20178 yr I helped someone create a similar block for entity spawn prevention here. Instead of using LivingSpawnEvent.CheckSpawn , you'd use BlockEvent.PlaceEvent , BlockEvent.BreakEvent , etc. You can also use World Capabilities instead of World Saved Data. 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.
January 14, 20178 yr Author So far I've made it when I right click the block, a player's name will be on the block's ArrayList, problem is it's not independent. If I have two blocks, the would both have the same list. How can I separate them and step do I take next to protect the 16x16x16 around the block. Thanks in advance!
January 14, 20178 yr Author Since I have hardness and resistance set on the block, how should I change it into TileEntity while keeping those settings?
January 14, 20178 yr Author I've added createTileEntity in the block class and made a new class for the tile entity which I've already registered, but I'm not sure how should I use it for storing my arrays of authorized players. :'( - hasTileEntity is deprecated. @Nullable @Override public TileEntity createTileEntity(World world, IBlockState state) { return new TileEntityToolCupboard(); } public ArrayList<String> Authorized = new ArrayList<String>(); @Override public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing heldItem, float side, float hitX, float hitY) { if (worldIn.isRemote) { return true; } else { boolean isClaimed = false; for (int c = 0; c < Authorized.size(); c++) { if (playerIn.getName().equals(Authorized.get(c))) { isClaimed = true; Authorized.remove(c); playerIn.addChatMessage(new TextComponentString("You have been de-authorized by this tool cupboard.")); break; } } if (!isClaimed) { playerIn.addChatMessage(new TextComponentString("You have been authorized by this tool cupboard.")); Authorized.add(playerIn.getName()); playerIn.addChatMessage(new TextComponentString(Authorized.toString())); } return true; } } package com.cbultimate.stranded.tileentity; import net.minecraft.tileentity.TileEntity; public class TileEntityToolCupboard extends TileEntity { }
January 14, 20178 yr I've added createTileEntity in the block class and made a new class for the tile entity which I've already registered, but I'm not sure how should I use it for storing my arrays of authorized players. :'( - hasTileEntity is deprecated. @Nullable @Override public TileEntity createTileEntity(World world, IBlockState state) { return new TileEntityToolCupboard(); } public ArrayList<String> Authorized = new ArrayList<String>(); @Override public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing heldItem, float side, float hitX, float hitY) { if (worldIn.isRemote) { return true; } else { boolean isClaimed = false; for (int c = 0; c < Authorized.size(); c++) { if (playerIn.getName().equals(Authorized.get(c))) { isClaimed = true; Authorized.remove(c); playerIn.addChatMessage(new TextComponentString("You have been de-authorized by this tool cupboard.")); break; } } if (!isClaimed) { playerIn.addChatMessage(new TextComponentString("You have been authorized by this tool cupboard.")); Authorized.add(playerIn.getName()); playerIn.addChatMessage(new TextComponentString(Authorized.toString())); } return true; } } package com.cbultimate.stranded.tileentity; import net.minecraft.tileentity.TileEntity; public class TileEntityToolCupboard extends TileEntity { } Use the hasTileEntity that has the IBlockState parameter. 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.
January 14, 20178 yr move public ArrayList<String> Authorized = new ArrayList<String>(); to the tile dont use playerIn.getName use playerIn.getUniqueID and store the UUID
January 15, 20178 yr Author I'm stuck working with TileEntity, I still don't quite understand what's wrong, boolean pass keeps returning false and doesn't get to executeAuthorization(). Please help, thanks in advance.
January 15, 20178 yr Author I've made a block which can be authorized by players.How should I make that when it's authorized, they should be allow to place blocks in a 16x16x16 radius of the block?
January 15, 20178 yr Author I want to use BlockEvent.PlaceEvent to check if it is within the block(Authentication Block)'s protecting region 16x16x16 and whenever a player place a block, the Authentication block checks if the player's name is in the Arraylist of the block's Tile Entity, if yes, allow player to place. If not, cancel the player's Place event and display a message to them that it's a protected area. I want to know how can my BlockEvent.PlaceEvent check if player is placing a block within the Authentication Block's region. Thanks for helping.
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