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Posted

Hi, I have a block that extends from BlockSand. 

 

When placed by the player it behaves as expected and falls if it is not on another block. but when my mod does this:

 

boolean result = world.setBlock(x_shift, y_shift, z_shift, Bloc_ID, metadata, flag);

 

The block remains floating in the air.

 

How do I make it fall if it needs to?

Posted

Hi, I have a block that extends from BlockSand. 

 

When placed by the player it behaves as expected and falls if it is not on another block. but when my mod does this:

 

boolean result = world.setBlock(x_shift, y_shift, z_shift, Bloc_ID, metadata, flag);

 

The block remains floating in the air.

 

How do I make it fall if it needs to?

Posted

Based on this

 

Flag 1 will cause a block update. Flag 2 will send the change to clients (you almost always want this). Flag 4 prevents the block from being re-rendered, if this is a client world. Flags can be added together.

 

I have it set to 3

Posted

Based on this

 

Flag 1 will cause a block update. Flag 2 will send the change to clients (you almost always want this). Flag 4 prevents the block from being re-rendered, if this is a client world. Flags can be added together.

 

I have it set to 3

Posted

 

 

boolean result = world.setBlock(x_shift, y_shift, z_shift, Bloc_ID, metadata, flag);

 

 

Is it because I use world rather than player to set the block?  I just thought of it but am at work so can't test it for hours yet :-(

 

Are there was to simulate the player placing a block?

Posted

Are there was to simulate the player placing a block?

 

world.setBlock(x, y, z, block, meta, 3);

 

If that's not sufficient though, you can always schedule a block update manually.

 

world.scheduleBlockUpdate(x, y, z, triggeringBlockID, numTicks);

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

I am watching for ItemTossEvent like this:

 

    @ForgeSubscribe

    public void onItemToss(ItemTossEvent event) {

    if (event.isCancelable()) {

 

 

and in there if player tosses my item I do a scan of the area in front of the player, pick a random block of air and place the block there using this line:

 

    place_result = world.setBlock(x_shift+x, y_shift+y, z_shift+z, BlockIDs.BANANA_SKIN_BLOCK_ID, metadata, flag);

 

In the above line, flag is set to 3

 

I then cancel the event with:

 

  event.setCanceled(true);

 

I have no @side anotations in this class. 

 

 

Posted

   

I have been digging a little deeper, and World.java file I have has this as the scheduleBlockUpdate() method.

 

/**

    * Schedules a tick to a block with a delay (Most commonly the tick rate)

    */

    public void scheduleBlockUpdate(int par1, int par2, int par3, int par4, int par5) {}

 

 

So it does nothing.  So how do I get it to call  the method on the server rather than on the client? 

Posted

 

So it does nothing.  So how do I get it to call  the method on the server rather than on the client?

 

The answer is perhaps so simple that no one thought to mention it.  In my ItemTossEvent I was simply grabbing  a world from the client, not from the server.

 

The solution is to get a world from the player like this:

EntityPlayer player = event.player; 
World world = player.worldObj;   //  Not from Minecraft.getMinecraft().theWorld;

Posted

   

I have been digging a little deeper, and World.java file I have has this as the scheduleBlockUpdate() method.

 

/**

    * Schedules a tick to a block with a delay (Most commonly the tick rate)

    */

    public void scheduleBlockUpdate(int par1, int par2, int par3, int par4, int par5) {}

 

 

So it does nothing.  So how do I get it to call  the method on the server rather than on the client?

 

That would be a function that's implemented by a subclass.  Because if that function did actually nothing, a hell of a lot of stuff wouldn't work (most redstone, for instance).

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

 

Yes,  hence it being important how you get your world object, Minecraft.getMinecraft().theWorld; retruns a world obejct that does nothing on shcheduelBlockUpdate() so calling that does nothing, load World.java and WorldServer.java for more info.

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