Jump to content

[1.10.2] How to set a block to unbreakable [SOLVED]


bongotezz

Recommended Posts

To do this for your own block, override

Block#getBlockHardness

to return -1 (if it's unbreakable for all players) or

Block#getPlayerRelativeBlockHardness

to return 0 (if it's unbreakable for some players).

 

This can't be done for vanilla blocks.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Thanks for replying. I came back to let people know that i figured it out. Here's the code in case anyone is curious how i did it. It appears to work. It's locked and can be opened with a specially named item and a diamond axe cannot break it in survival.

 

public static void lockChest(int x, int y, int z, World world, String unlockCode)

{

BlockPos blockPos = new BlockPos(x,y,z);

 

world.getBlockState(blockPos).getBlock().setBlockUnbreakable();

 

TileEntityChest te = (TileEntityChest)world.getTileEntity(blockPos);

 

LockCode code = new LockCode(unlockCode);

te.setLockCode(code);

 

}// end lock chest

Link to comment
Share on other sites

As desht said you can use an event handler for that purpose but I would recommend using BlockEvent.HarvestCheck (event might be in a separate class and not in BlockEvent) instead of BlockEvent.Break as that cancels breaking before the break process is started (kinda like hitting a block with a sword).

Link to comment
Share on other sites

It looks like i will need to create my own chest block then. Time to learn some new things. :)

 

Remember that if you do this, all of your new chest will be unbreakable - because blocks are singletons. If you want to make one single block unbreakable and not others of the same type, you'll probably have to use events.

Link to comment
Share on other sites

As desht said you can use an event handler for that purpose but I would recommend using BlockEvent.HarvestCheck (event might be in a separate class and not in BlockEvent) instead of BlockEvent.Break as that cancels breaking before the break process is started (kinda like hitting a block with a sword).

 

From looking at the call hierarchy of the break & harvest events (it's PlayerEvent.HarvestCheck BTW), I'm not so sure about that...

 

When you receive a BlockEvent.BreakEvent, a HarvestCheck has already been fired - the BreakEvent constructor calls

ForgeHooks.canHarvestBlock()

, which fires the HarvestEvent.

 

But more importantly, using

event.setCanHarvest(false)

in a HarvestCheck handler doesn't stop the block being broken, it just stops anything dropping from it.  Specifically,

Block#removedByPlayer()

still gets called, which by default sets the block to AIR, but

Block#harvestBlock()

does not get called.  On the other hand, canceling a BlockEvent.BreakEvent does stop the block from being broken.

 

I'm looking at

PlayerInteractionManager#tryHarvestBlock(BlockPos pos)

for this information, for the record.

Link to comment
Share on other sites

I don't know anything about events yet. There's so much to learn. I've been at this for 12 whole days. I should know everything by now.  ;)  Honestly i'm surprised by how much progress i've made so far. Thanks for your help and suggestions. Back to the tutorials.

 

Hey, if you'd like you can reference my OpenSource test-things mod for making your chest. https://github.com/EscapeMC/Things-Mod-1.10.2/tree/master/src/main/java/com/github/escapemc/thingsmod Good luck!

I Love To Help People. Unless They Are The Kind Of People Who Just Doesn't Know Anything. Those People Need Some Serious Help. This Could Help But......

https://www.youtube.com/watch?v=6t0GlXWx_PY

 

ThingsMod Git: https://github.com/EscapeMC/Things-Mod-1.10.2

 

TeamMadness Mod Git: https://github.com/EscapeMC/TeamMadness-Mod-1.10.2

 

If I somehow help you, please click the "Thank You" button. If I am a total waste of time, please click the "Applaud" button.

Link to comment
Share on other sites

I don't know anything about events yet. There's so much to learn. I've been at this for 12 whole days. I should know everything by now.  ;)  Honestly i'm surprised by how much progress i've made so far. Thanks for your help and suggestions. Back to the tutorials.

 

Hey, if you'd like you can reference my OpenSource test-things mod for making your chest. https://github.com/EscapeMC/Things-Mod-1.10.2/tree/master/src/main/java/com/github/escapemc/thingsmod Good luck!

 

Thanks man. I'll check it out.

Link to comment
Share on other sites

If you want to prevent a specific chest from being broken (whose position you know), you could just subscribe to BlockEvent.BreakEvent and cancel it as necessary.

 

Thanks for this tip. I was able to learn how to use events to stop chest that my mod places from being broken. Other chests remain normal. I did it by naming the chest's tileEntityChest while filling it and then checking for it in the event. If it has the same name the block break gets cancelled. If anyone wants more details just let me know.

Link to comment
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.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.