Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[Solved] Place Crops on Water


Recommended Posts

Hello guys,

 

I started modding yesterday and I would like to know how to let a crop be planted on water.

public class BelladonnaCrop extends CropsBlock {

    private static final VoxelShape[] SHAPES =
            new VoxelShape[]{Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 2.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 4.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 6.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 8.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 10.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 12.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 14.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 16.0D, 16.0D)};

    public BelladonnaCrop(Properties builder) {
        super(builder);
    }

    @Override
    protected IItemProvider getSeedsItem() {
        return ItemRegister.BELLADONNA_SEEDS.get();
    }

    @Override
    public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        return SHAPES[state.get(this.getAgeProperty())];
    }

    @Override
    public boolean canSustainPlant(BlockState state, IBlockReader world, BlockPos pos, Direction facing, IPlantable plantable) {
        if(state.isIn(Blocks.WATER)){
            return true;
        }else{
            return false;
        }
    }

    @Override
    protected boolean isValidGround(BlockState state, IBlockReader worldIn, BlockPos pos) {
        return state.isIn(Blocks.WATER);
    }
}

 

I started out with this and got it all working on Farmland.

So the only question is how to change the block I can plant it on.

 

Thanks in advace! 😄

Edited by Rhayzan
Link to post
Share on other sites
22 minutes ago, Rhayzan said:

state.isIn

I don't think this gives you water as a below block but rather a block that is waterlogged.

Check how lily pads work.

  • Thanks 1

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.

Link to post
Share on other sites

First, thanks for your help! 😃

 

The reason why I used isIn() was because nether warts use this to check if it is soulsand:

   protected boolean isValidGround(BlockState state, IBlockReader worldIn, BlockPos pos) {
      return state.isIn(Blocks.SOUL_SAND);
   }

 

I checked how it is done with lilypads before and that didn't do anything either.

 

So checking if the State at the position is water and the position above is empty would be:

 

public class BelladonnaCrop extends CropsBlock {

    private static final VoxelShape[] SHAPES =
            new VoxelShape[]{Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 2.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 4.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 6.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 8.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 10.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 12.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 14.0D, 16.0D),
                    Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 16.0D, 16.0D)};

    public BelladonnaCrop(Properties builder) {
        super(builder);
    }

    @Override
    protected IItemProvider getSeedsItem() {
        return ItemRegister.BELLADONNA_SEEDS.get();
    }

    @Override
    public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        return SHAPES[state.get(this.getAgeProperty())];
    }

    @Override
    public boolean canSustainPlant(BlockState state, IBlockReader world, BlockPos pos, Direction facing, IPlantable plantable) {
        return super.canSustainPlant(state, world, pos, facing, plantable);
    }

    @Override
    protected boolean isValidGround(BlockState state, IBlockReader worldIn, BlockPos pos) {
        FluidState fluidstate = worldIn.getFluidState(pos);
        FluidState fluidstate1 = worldIn.getFluidState(pos.up());
        return (fluidstate.getFluid() == Fluids.WATER || state.getMaterial() == Material.ICE) && fluidstate1.getFluid() == Fluids.EMPTY;
    }
}

 

Weird thing about it is that it still works on farmland even though I have overridden the isValidGround function. 😅

 

Could it be that I need to create a custom event for rightclicking with the seeds as soon as I dont use farmland?

 

 

Link to post
Share on other sites

 

 

15 minutes ago, Turtledove said:

After you have your crop block, then look into how the lilypad item works.

 

Alright after checking the lilypad item I finally got it working.

Thanks so much guys.

 

And for everyone who has the same question:

 

This was the right solution for the CustomCrop class:

    @Override
    protected boolean isValidGround(BlockState state, IBlockReader worldIn, BlockPos pos) {
        FluidState fluidstate = worldIn.getFluidState(pos);
        FluidState fluidstate1 = worldIn.getFluidState(pos.up());
        return (fluidstate.getFluid() == Fluids.WATER || state.getMaterial() == Material.ICE) && fluidstate1.getFluid() == Fluids.EMPTY;
    }

 

And this for the CustomSeed class:


    /**
     * Called when this item is used when targetting a Block
     */
    public ActionResultType onItemUse(ItemUseContext context) {
        return ActionResultType.PASS;
    }

    /**
     * Called to trigger the item's "innate" right click behavior. To handle when this item is used on a Block, see
     * {@link #onItemUse}.
     */
    public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) {
        BlockRayTraceResult blockraytraceresult = rayTrace(worldIn, playerIn, RayTraceContext.FluidMode.SOURCE_ONLY);
        BlockRayTraceResult blockraytraceresult1 = blockraytraceresult.withPosition(blockraytraceresult.getPos().up());
        ActionResultType actionresulttype = super.onItemUse(new ItemUseContext(playerIn, handIn, blockraytraceresult1));
        return new ActionResult<>(actionresulttype, playerIn.getHeldItem(handIn));
    }

 

Edited by Rhayzan
Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
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.



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • So I had no clue what topic to put this under because its not really modding with forge but modding forge itself. So I have terrain generation mods that are only server side and Bungeecord that has Geyser packet translator so people on bedrock edition can play as well, but when a bedrock player connects it gets a unknown packet error. I tested the proxy on a Spigot server verifying it was forge. With no mods installed I still get the error. I got a wireshark log of it all and I found the packet where it aborts the connection due to the invalid packet but I have no clue how to stop it. When I still had the mods installed I disabled the forge handshake protocol but it did not fix the issue. If you know what part of forge is doing this or a way to fix it all together that would be awesome. I know modifying forge can end really baddy (definitely the handshake protocol) but I think that is my only fix here. Im open to any suggestions tho. I have run out of ideas to fix it so any help would be nice. Also it seems the packet id causing the connection error is 0xFE but im not sure cause the client also sends back a packet with that ID. I have a whole bunch of info collected so if you need any more information on the issue, I willing to give it, just not the ips on the wireshark log.
    • Okay, I got it working correctly now, but I'm not sure how to make it work with multiple blocks.   My Block Code:   package expanded.blocks; import javax.annotation.Nullable; import expanded.VanillaBuildingBlocks; import net.minecraft.block.BlockState; import net.minecraft.block.RotatedPillarBlock; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.item.ItemStack; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraftforge.common.ToolType; public class CustomLog extends RotatedPillarBlock {            public CustomLog(Properties properties) {         super(properties);     }      @Override     @Nullable     public BlockState getToolModifiedState(BlockState state, World world, BlockPos pos, PlayerEntity player, ItemStack stack, ToolType toolType) {         return toolType == ToolType.AXE ? VanillaBuildingBlocks.acacia_log.defaultBlockState() : null;     } }
    • ? Registering the block and overriding a function inside the class are two completely different things
    • Ya but I'm not sure how I would actually add/implement it into the class correctly, and then registering the block correctly in my register class.
    • This tutorial from 1.12.2 is as easy as anyone could possibly explain it, it hasn't changed much til now except some slight changes here and there for you to figure out, it's pretty straightforward (https://www.planetminecraft.com/blog/forge-tutorial-capability-system/). Obviously instead of mana you'd just replace it with whatever else you're doing. All a capability is in essence is the ability to serialize/deserialize standard data types to an entity. When the player dies the game creates a new instance of a PlayerEntity object so your data won't automatically "transfer" over to that new object unless as you say, you copy the data over in an event hook. After you have this set up, if you want to access the data you store in player capabilities you create a class with a static get function that retrieves it.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.