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Posted

Hi, I'm trying to spawn a cloud of particles when a certain block breaks.

I have an "EffectCloudSpawner" object that simply does the following:

public static void spawnCloud(World world, BlockPos pos) {
	EntityAreaEffectCloud eaec = new EntityAreaEffectCloud(world, pos.getX()+0.5f, pos.getY()+0.5f, pos.getZ()+0.5f);
    	eaec.setParticle(EnumParticleTypes.SPELL);
        eaec.setRadius(0.5F);
        eaec.setDuration(25);
        eaec.setWaitTime(0);
        eaec.setRadiusPerTick((5.0f - eaec.getRadius()) / (float)eaec.getDuration());

        world.spawnEntity(eaec);
	}

 

Then, I call this method from my Block object

public class CustomBlock extends Block {
	
	(...)
	
	public void onBlockDestroyedByPlayer(World world, BlockPos pos, IBlockState state)
    {
		EffectCloudSpawner.spawnCloud(world, pos);
    }	
}

 

When I do this, everything works just fine, except that the particle effect stays there for eternity and doesn't disappear after the duration.

 

Doing it through an event, like so:

@SubscribeEvent
	public static void asdfgh(BreakEvent event) {
		EffectCloudSpawner.spawnCloud(event.getWorld(), event.getPos());
	}

works perfectly fine. The cloud disappears after the duration.

 

I would like to do it through the block object (the first approach) and not with an event. I'm using MC 1.12.2

 

I've made a video of my problem which you can see here:

The melon block uses the event approach, the pumpkin uses the block approach. As you can see, part of the effect stays there when done with the pumpkin.  Both approaches call the exact same function.

 

Anybody know how I spawn an EntityAreaEffectCloud in onBlockDestroyedByPlayer without this problem?

Thanks in advance :)

 

Does

Posted
5 hours ago, bismuth210 said:

Anybody know how I spawn an EntityAreaEffectCloud in onBlockDestroyedByPlayer without this problem?

Try to do it only when World#isRemote is false.

  • Thanks 1

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Forge and vanilla BlockState generator.

Posted
19 hours ago, Animefan8888 said:

Try to do it only when World#isRemote is false.

Ah, that seems to have worked just fine. Thanks very much!

 

I presume "onBlockDestroyedByPlayer" gets called by server and client. The lingering effect would thus occur when spawning an EntityAreaEffectCloud into a world running on the logical server.

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