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I made a peat block that should become wet when near water, just like a farmland block.

Somehow this is not working, I also tried increasing the random tick speed.

package com.aug15.morestuff.blocks.Misc;

import net.minecraft.block.*;
import net.minecraft.block.material.Material;
import net.minecraft.block.material.MaterialColor;
import net.minecraft.entity.Entity;
import net.minecraft.pathfinding.PathType;
import net.minecraft.state.IntegerProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.tags.FluidTags;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.world.IBlockReader;
import net.minecraft.world.IWorld;
import net.minecraft.world.IWorldReader;
import net.minecraft.world.World;

import java.util.Random;

public class PeatBlock extends Block {
    public static final IntegerProperty MOISTURE = BlockStateProperties.MOISTURE_0_7;
    protected static final VoxelShape SHAPE = Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 14.0D, 16.0D);

    public PeatBlock() {
        super(Properties.create(Material.EARTH, MaterialColor.DIRT)
                .sound(SoundType.GROUND)
                .hardnessAndResistance(4.6f)
        );
        setRegistryName("peat");
        this.setDefaultState(this.stateContainer.getBaseState().with(MOISTURE, Integer.valueOf(0)));
    }

    @Override
    public BlockState updatePostPlacement(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn, BlockPos currentPos, BlockPos facingPos) {
        if (facing == Direction.UP && !stateIn.isValidPosition(worldIn, currentPos)) {
            worldIn.getPendingBlockTicks().scheduleTick(currentPos, this, 1);
        }

        return super.updatePostPlacement(stateIn, facing, facingState, worldIn, currentPos, facingPos);
    }

    @Override
    public boolean func_220074_n(BlockState state) {
        return true;
    }

    @Override
    public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        return SHAPE;
    }

    public static void becomeDry(BlockState state, World worldIn, BlockPos pos) {
        worldIn.setBlockState(pos, nudgeEntitiesWithNewState(state, Blocks.DIRT.getDefaultState(), worldIn, pos));
    }

    private static boolean hasWater(IWorldReader worldIn, BlockPos pos) {
        for(BlockPos blockpos : BlockPos.getAllInBoxMutable(pos.add(-6, -6, -6), pos.add(6, 6, 6))) {
            if (worldIn.getFluidState(blockpos).isTagged(FluidTags.WATER)) {
                return true;
            }
        }
        return net.minecraftforge.common.FarmlandWaterManager.hasBlockWaterTicket(worldIn, pos);
    }
    
        @Override
    public void tick(BlockState state, World worldIn, BlockPos pos, Random random) {
        if (!state.isValidPosition(worldIn, pos)) {
            becomeDry(state, worldIn, pos);
        } else {
            int i = state.get(MOISTURE);
            if (!hasWater(worldIn, pos) && !worldIn.isRainingAt(pos.up())) {
                if (i > 0) {
                    worldIn.setBlockState(pos, state.with(MOISTURE, Integer.valueOf(i - 1)), 2);
                }
            } else if (i < 7) {
                worldIn.setBlockState(pos, state.with(MOISTURE, Integer.valueOf(7)), 2);
                }
            }

        }

    @Override
    public void onEntityCollision(BlockState state, World worldIn, BlockPos pos, Entity entityIn) {
        entityIn.setMotion(entityIn.getMotion().mul(0.4D, 1.0D, 0.4D));
    }


    @Override
    public boolean isNormalCube(BlockState state, IBlockReader worldIn, BlockPos pos) {
        return true;
    }

    protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
        builder.add(MOISTURE);
    }

    @Override
    public boolean allowsMovement(BlockState state, IBlockReader worldIn, BlockPos pos, PathType type) {
        return false;
    }

}
Posted
2 hours ago, MatsCraft1 said:

Somehow this is not working,

You need to call tickRandomly on your Properties or override ticksRandomly(BlockState) in your Block file.

  • Like 1

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.

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