Posted September 7, 20196 yr 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 September 7, 20196 yr by pacguy
September 7, 20196 yr 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.
September 7, 20196 yr 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.
September 8, 20196 yr Author 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.
September 8, 20196 yr 28 minutes ago, pacguy said: Which routine do I run to start a block update? Instead of using 2 as the flag in setBlockState use 3 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.
September 9, 20196 yr Author 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.
September 9, 20196 yr 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.
September 9, 20196 yr Author Thanks for the suggestions thus far! The ghost block issue seems to be gone now, but lighting still doesn't update unfortunately...
September 10, 20196 yr Author I've tried World.checklight() and World.markChunkDirty(), they seem to update the lighting properly, but only sometimes?
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.