Jump to content

Swapping area of blocks between dimensions properly (1.12.2)


Recommended Posts

Posted (edited)

I'm creating a block which, when activated, teleports the player to another dimension and swaps the nearby terrain between the two. To accomplish the latter, I've got a custom teleporter class that overrides placeInPortal with modified code to swap around blockstates in both dimensions (ignoring indestructible blocks like bedrock of course, and blocks with TileEntities because I can't seem to swap TileEntities properly). It also has some special code to deal with the item slots for the teleporter block itself. It works for the most part, but has some issues:

 

  • Sometimes, Certain blocks, like grass and torches, break before they can be swapped properly.
  • Occasionally, some of the swapped blocks turn into ghost blocks on the client, needing a block update or a right click to appear as they should (or a block placed where they are, if the ghost block is air).
  • Lighting is never updated; transporting a bunch of exposed glowstone still results in the area being completely dark (block light level 0, only surfaces that are supposed to emit light themselves are visible at all) if it isn't exposed to the sky. The only way I've found to work around it is to manually place a light source as the player, which fixes everything.

 

How can I tackle these issues? Should I be doing this in a different way? The solutions I've tried thus far haven't done anything (you can see part of what I've been trying thus far in the calls for "world.markBlocksDirtyVertical" and "world.scheduleBlockUpdate".

Edited by pacguy
Posted
47 minutes ago, pacguy said:

Lighting is never updated; transporting a bunch of exposed glowstone still results in the area being completely dark (block light level 0, only surfaces that are supposed to emit light themselves are visible at all) if it isn't exposed to the sky. The only way I've found to work around it is to manually place a light source as the player, which fixes everything.

Lighting needs a block update.

 

48 minutes ago, pacguy said:

Occasionally, some of the swapped blocks turn into ghost blocks on the client, needing a block update or a right click to appear as they should (or a block placed where they are, if the ghost block is air).

Give the blocks a block update when you place them.

 

48 minutes ago, pacguy said:

Sometimes, Certain blocks, like grass and torches, break before they can be swapped properly.

You'll have to put them down last they are probably receiving neighbor placement updates. Place things that rely on surfaces last. Or make sure the surfaces are placed first.

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.

Posted

Another idea is to place everything, then place everything again, and clean up dropped items. This does require storing the blockstates in a separate (non-world) array though.

 

Its not great and I've played around with this a little (I've teleported sections of terrain around in the same dimension). It's really really hard to determine whether or not a block requires a solid surface.

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.

Posted

Which routine do I run to start a block update? I've been sniffing around for one, but haven't found much. world.scheduleBlockUpdate looked like it'd do it, but clearly not...

 

That seperate array idea is a good one! I'll look into implementing that later.

Posted

Odd... I've tried that before. Tried it again just now, nothing happened. The main teleporter block emits light and is always placed last after all the others have been placed, so I don't see why it wouldn't light everything.

Posted
52 minutes ago, pacguy said:

Odd... I've tried that before. Tried it again just now, nothing happened.

There are no flags in scheduleBlockUpdate, it's only delay and priority. Try to start block update with world.notifyBlockUpdate instead.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • logs too big for one pastebin https://pastebin.com/ZjUGHu3u  https://pastebin.com/RqCUZf3X  https://pastebin.com/6ZPS99nD
    • You probably used jd-gui to open it, didn't you? Nothing wrong with that, I also made that mistake, except that Notch was a smart guy and he obfuscated the code. That's why you only see files called "a", "b", "c" and then a file that combines them all. As I said, use RetroMCP to deobfuscate the code so that you will 100% understand it and be able to navigate it.
    • Decompiling minecraft indev, infdev, alpha, beta or whichever legacy version is really easy. I'm not a plug, I just also got interested in modding legacy versions (Infdev to be specific). Use https://github.com/MCPHackers/RetroMCP-Java Once you install their client and the Zulu Architecture that they say they recommend (or use your own Java). I encountered some problems, so I run it with: "java -jar RetroMCP-Java-CLI.jar". You should run it in a seperate folder (not in downloads), otherwise the files and folders will go all over the place. How to use RetroMCP: Type setup (every time you want change version), copy-paste the version number from their list (they support indev), write "decompile" and done! The code will now be deobfuscated and filenames will be normal, instead of "a", "b" and "c"! Hope I helped you, but I don't expect you to reply, as this discussion is 9 years old! What a piece of history!  
    • I know that this may be a basic question, but I am very new to modding. I am trying to have it so that I can create modified Vanilla loot tables that use a custom enchantment as a condition (i.e. enchantment present = item). However, I am having trouble trying to implement this; the LootItemRandomChanceWithEnchantedBonusCondition constructor needs a Holder<Enchantment> and I am unable to use the getOrThrow() method on the custom enchantment declared in my mod's enchantments class. Here is what I have so far in the GLM:   protected void start(HolderLookup.Provider registries) { HolderLookup.RegistryLookup<Enchantment> registrylookup = registries.lookupOrThrow(Registries.ENCHANTMENT); LootItemRandomChanceWithEnchantedBonusCondition lootItemRandomChanceWithEnchantedBonusCondition = new LootItemRandomChanceWithEnchantedBonusCondition(0.0f, LevelBasedValue.perLevel(0.07f), registrylookup.getOrThrow(*enchantment here*)); this.add("nebu_from_deepslate", new AddItemModifier(new LootItemCondition[]{ LootItemBlockStatePropertyCondition.hasBlockStateProperties(Blocks.DEEPSLATE).build(), LootItemRandomChanceCondition.randomChance(0.25f).build(), lootItemRandomChanceWithEnchantedBonusCondition }, OrichalcumItems.NEBU.get())); }   Inserting Enchantments.[vanilla enchantment here] actually works but trying to declare an enchantment from my custom enchantments class as [mod enchantment class].[custom enchantment] does not work even though they are both a ResourceKey and are registered in Registries.ENCHANTMENT. Basically, how would I go about making it so that a custom enchantment declared as a ResourceKey<Enchantment> of value ResourceKey.create(Registries.ENCHANTMENT, ResourceLocation.fromNamespaceAndPath([modid], [name])), declared in a seperate enchantments class, can be used in the LootItemRandomChanceWithEnchantedBonusCondition constructor as a Holder? I can't use getOrThrow() because there is no level or block entity/entity in the start() method and it is running as datagen. It's driving me nuts.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.