Posted November 21, 20195 yr 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...
November 21, 20195 yr What are you trying to do, from a players perspective? About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials 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)
November 21, 20195 yr Author 5 hours ago, Cadiboo said: What are you trying to do, from a players perspective? 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 November 21, 20195 yr by BlockyPenguin Today (22/10/20) I reached 100 posts! I'm probably more excited than I should be for something so realistically minor...
November 21, 20195 yr Author 5 hours ago, 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. Cool, thx. Today (22/10/20) I reached 100 posts! I'm probably more excited than I should be for something so realistically minor...
November 25, 20195 yr Author 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...
November 25, 20195 yr Author On 11/21/2019 at 8:10 AM, diesieben07 said: You can use EffectInstance#write(CompoundNBT) to store this effect in NBT. 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...
November 25, 20195 yr Author 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...
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