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Posted

Hey I'm going through my options, to hook into BlockFalling. To describe my need, it would be solved, for example, if forge had an event for BlockFalling descendants like:

 

    @SubscribeEvent

    public void onStartedFalling(BlockFallingEvent.FallStartedEvent event)

    {

    }

 

(And the EndFalling of course.)

 

This would allow me to write code as if I'm in BlockSand.onStartFalling(EntityFallingBlock fallingEntity), but there are other ways.

 

My three options:

 

1. Write that new BlockFallingEvent class and PR into Forge itself, seems possible, but I've no idea.

2. Instead unregister vanilla BlockSand and register my own. Like in this post.

3. Go down the ASM route, which seems like both overkill and a bad idea in general.

 

Are there other options before I go for #2 ? I don't think #1 is realistic for me for the moment.

 

Thanks,

0d

Why do you need these events? What is your goal (describe it as what the player observes)

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.

  • Author

I guess the core concept that relates can be simplified to this behavior:

 

The player drops sand and it falls longer than some threshold (say 64 blocks), when it lands I check the block it lands on and transform that block based on some made up mappings I'm playing with.

 

So I think I can do this with my own sand, but I can't see a straight forward route with the vanilla sand.

 

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