zeldem Posted August 30, 2020 Posted August 30, 2020 Hello people, I have a really easy question, I have read some other post but somehow this piece of code doesn't work. I just want to place a block when some simple conditions happens, the entity part is okay , but the block is not placed, what am I doing wrong? Here is the code: package com.zeldem.pobladosmod.objects.items; import com.zeldem.pobladosmod.PobladosMod; import net.minecraft.block.Block; import net.minecraft.block.BlockState; import net.minecraft.block.Blocks; import net.minecraft.entity.EntityType; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.passive.TurtleEntity; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class House_generator extends Item{ public static int count=0; public House_generator(Properties properties) { super(properties); } @Override public boolean onBlockDestroyed(ItemStack stack, World mundo, BlockState state, BlockPos pos,LivingEntity entityLiving) { PobladosMod.LOGGER.debug("Item has destroyed "+(++count)+" blocks"); if(count%6==0) { if(!mundo.isRemote) { // entity spawning example PobladosMod.LOGGER.debug("creando tortuga"); TurtleEntity t= new TurtleEntity( EntityType.TURTLE,mundo); t.setPosition(pos.getX(),pos.getY()+2,pos.getZ() ); mundo.addEntity(t);//entity is created succesfully :D //block placement example, BLOCK IS NOT PLACED :( mundo.setBlockState(pos, Blocks.COBBLESTONE.getDefaultState(), 0); } } return true; } } Thanks in advice Quote
poopoodice Posted August 30, 2020 Posted August 30, 2020 You can’t store the variables that changes while the game is running like that, use tags. Also I don’t think the third parameter of setBlockState can be 0. Quote
Draco18s Posted August 30, 2020 Posted August 30, 2020 33 minutes ago, poopoodice said: Also I don’t think the third parameter of setBlockState can be 0. It can, its just not desired. 1 hour ago, zeldem said: public static int count=0; Learn what static means, why it is not applicable to singletons, and why your item is a singleton and ItemStacks are not. Quote 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.
zeldem Posted August 30, 2020 Author Posted August 30, 2020 6 minutes ago, Draco18s said: It can, its just not desired. Learn what static means, why it is not applicable to singletons, and why your item is a singleton and ItemStacks are not. Okay, I understand, the count variable is just a dummy, let's assume the OnBlockDestroyed is empty, can I ask you what is the way to place a block using this method? or should I use an event listener on the player instead on the item? Quote
Beethoven92 Posted August 30, 2020 Posted August 30, 2020 The fact is that Item#onBlockDestroyed gets called before the block is actually removed from the world, so you are basically changing a blockstate which is set to air immediatly after, nullifying your changes. You need to use either Item#onBlockStartBreak and make it return true, or just listen to the BlockEvent.BreakEvent, set the blockstate you want, and cancel the event. 1 Quote Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port
zeldem Posted August 31, 2020 Author Posted August 31, 2020 3 hours ago, Beethoven92 said: The fact is that Item#onBlockDestroyed gets called before the block is actually removed from the world, so you are basically changing a blockstate which is set to air immediatly after, nullifying your changes. You need to use either Item#onBlockStartBreak and make it return true, or just listen to the BlockEvent.BreakEvent, set the blockstate you want, and cancel the event. this makes perfect sense, and it is exactly what was happening, using: BlockPos another_pos= ....; mundo.setBlockState(another_pos, Blocks.COBBLESTONE.getDefaultState(), 3); succed in creating the block Quote
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