Jump to content

Recommended Posts

Posted

Hi, I'm fairly new to modding, and I'd like to know if it's possible to store a potion's effect (e.g. slowness, invisibility, strength, etc) inside of some blockdata. If not, how else could I do this?

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted

What are you trying to do, from a players perspective?

About Me

  Reveal hidden contents

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted (edited)
  On 11/21/2019 at 2:14 AM, Cadiboo said:

What are you trying to do, from a players perspective?

Expand  

So, I'm looking to make a block that, when right-clicked with a potion, will store that potion's data (effect and length) in some blockdata, then when the player right clicks again with an empty hand, it gives them the correct effect for the correct amount of time. If that sounds too op, don't worry, it only has three uses :)

Edit: Or maybe I could use a String if that's possible?

labkit:potiondispensary[potion="speed",time="8:00",level=3]

 

Edited by BlockyPenguin

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted
  On 11/21/2019 at 8:10 AM, diesieben07 said:

Your block will need a TileEntity. Then you can store an EffectInstance in that tile entity. You can use EffectInstance#write(CompoundNBT) to store this effect in NBT.

Expand  

Cool, thx. :)

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted

Okay, so I've added this code to my block's constructor:
 

CompoundNBT nbt = new CompoundNBT();
EffectInstance potion = new EffectInstance(Effects.LUCK, 6000);
potion.write(nbt);

 

but if I run "/data get block <x> <y> <z>" ingame, it doesn't give me any info on the potion, just the x, y, z and id, so I'm guessing it isn't writing properly. Nothing seems to be amiss in the logs. Please forgive me if I'm missing something important here, this is my first time working with TileEntities.

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted
  On 11/21/2019 at 8:10 AM, diesieben07 said:

You can use EffectInstance#write(CompoundNBT) to store this effect in NBT.

Expand  

I created an EffectInstance and passed some CompoundNBT in the .write method.

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted

Oh, I've done that too, forgot to mention it, sorry. How would I write it to the tile entity then?

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

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

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

×
×
  • Create New...

Important Information

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