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[1.16.5] How To Make A Strippable Log Block.


immortalcatz

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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;

    }
}

Edited by immortalcatz
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whenever i add more then one log type and i right click it turns into the acacia log, not it's own stripped version.... I'm using vanilla blocks to test it with so I know it's working.

 

*edit: like if I make a spruce and right click with an axe, the spruce log turns into the acacia log, not the stripped version, but the acacia log turns into stripped acacia.

Edited by immortalcatz
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4 minutes ago, immortalcatz said:

whenever i add more then one log type and i right click it turns into the acacia log, not it's own stripped version.... I'm using vanilla blocks to test it with so I know it's working.

 

*edit: like if I make a spruce and right click with an axe, the spruce log turns into the acacia log, not the stripped version, but the acacia log turns into stripped acacia.

of course, because you're registering the same class, and in the class you harcoded it to return acacia

what you can do is to write one class per log block

or make a StrippableLog class, which takes a supplier of the block you want to return in the constructor

Edited by kiou.23
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Found a version of what I was trying to do on github, had to tweak it a bit to make it updated to 1.16.5 tho....

 

package expanded.blocks;

import javax.annotation.Nullable;

import expanded.VanillaBuildingBlocks;
import net.minecraft.block.Block;
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) {
          Block block = state.getBlock();
          if (block == VanillaBuildingBlocks.acacia_log) {
              return VanillaBuildingBlocks.stripped_acacia_log.defaultBlockState();
          } else if (block == VanillaBuildingBlocks.spruce_log) {
              return VanillaBuildingBlocks.stripped_spruce_log.defaultBlockState();
          } else {
              return super.getToolModifiedState(state, world, pos, player, stack, toolType);
          }
          
    }
}

 

in case anyone else needs it.... This is solved now, thanks for all the help. ^^

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6 minutes ago, immortalcatz said:

Found a version of what I was trying to do on github, had to tweak it a bit to make it updated to 1.16.5 tho....

 

package expanded.blocks;

import javax.annotation.Nullable;

import expanded.VanillaBuildingBlocks;
import net.minecraft.block.Block;
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) {
          Block block = state.getBlock();
          if (block == VanillaBuildingBlocks.acacia_log) {
              return VanillaBuildingBlocks.stripped_acacia_log.defaultBlockState();
          } else if (block == VanillaBuildingBlocks.spruce_log) {
              return VanillaBuildingBlocks.stripped_spruce_log.defaultBlockState();
          } else {
              return super.getToolModifiedState(state, world, pos, player, stack, toolType);
          }
          
    }
}

 

in case anyone else needs it.... This is solved now, thanks for all the help. ^^

that works... but makes the code really hard to mantain and expand upon, imagine you add 50 logs, you'd have 50 else-if statements?

the best solution I already told you 2 times, and now the 3rd: simply pass the stripped block to the constructor, and return it in the getToolModifiedState

also, you're not checking if the tool is an axe, so any tool would be able to strip the log block

EDIT: also, if you need to look up something this basic on github, maybe you should take some time to learn programming beforehand, that'll really make your life modding easier

Edited by kiou.23
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