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How to make 2 or more enchants compatible with each other (1.12)


NoobMaster4000

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How can I make my enchants compatible with other my enchants? I'm not talking about

        @Override
	protected boolean canApplyTogether(Enchantment ench) {
		return super.canApplyTogether(ench) && (ench != Enchantments.SILK_TOUCH);
	}

but like: 

I have an enchant that uses 

HarvestDropsEvent

and add the drop to your inventory but when I add another enchant that uses the same Event or a drop event it throws a NPE on

ItemStack hand = player.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND);

How can I make it compatible so that when I mine if I have the enchant A it adds my drops to my inventory if I have B it drops me more exp but when my pickaxe has both the enchants it drops me more exp and set the drop into my inventory?

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29 minutes ago, NoobMaster4000 said:

and add the drop to your inventory but when I add another enchant that uses the same Event or a drop event it throws a NPE on

Post your code.

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EntityPlayer player = (EntityPlayer) event.getHarvester();
		if (event.getHarvester() == null)
			return;
		World world = event.getWorld();
		ItemStack hand = player.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND);
		Map<Enchantment, Integer> telepathy = EnchantmentHelper.getEnchantments(hand);
		if (telepathy.isEmpty() || !telepathy.containsKey(InitEnchants.TELEPATHY))
			return;
		int telepathylevel = telepathy.get(InitEnchants.TELEPATHY);
		IBlockState state = event.getState();
		Random random = new Random();
		BlockPos pos = event.getPos();
		Block block = event.getState().getBlock();
		Messages.sendMessage(player, block.toString());
		int fortuneLevel = event.getFortuneLevel();
		ItemStack drop = new ItemStack(block, 1, block.getMetaFromState(state));
		String[] blacklist = ConfigHandler.enchants.telepathy.blacklistblocks;
		boolean isfull = player.inventory.getFirstEmptyStack() == -1;
		if (!world.isRemote) {
			if (telepathylevel > 0) {
				if (PlayerHelper.isBlacklisted(blacklist, PlayerHelper.getEntityName(block)))
					return;
				event.getDrops().clear();
				if (drop.getItem() instanceof ItemAir)
					return;
				if ((drop != null) && (!(drop.getItem() instanceof ItemAir))) {
					int nItems = 0;
					if ((fortuneLevel > 0) && (!(drop.getItem() instanceof ItemBlock))) {
						nItems = event.getDrops().size() + random.nextInt(fortuneLevel + 1);
					} else if ((fortuneLevel <= 0) && (!(drop.getItem() instanceof ItemBlock))) {
						nItems = event.getDrops().size();
					}
					if ((drop.getItem() instanceof ItemBlock)) {
						nItems = 1;
					}
					for (int i = 0; i < nItems; i++) {
						if (!isfull) {
							player.inventory.addItemStackToInventory(drop.copy());
						} else {
							float f = random.nextFloat() * 0.6F + 0.1F;
							float f1 = random.nextFloat() * 0.6F + 0.1F;
							float f2 = random.nextFloat() * 0.6F + 0.1F;
							float f3 = 0.025F;

							EntityItem eitem = new EntityItem(world, pos.getX() + f, pos.getY() + f1, pos.getZ() + f2,
									drop.copy());
							eitem.motionX = (random.nextGaussian() * f3);
							eitem.motionY = (random.nextGaussian() * f3 + 0.20000000298023224D);
							eitem.motionZ = (random.nextGaussian() * f3);
							world.spawnEntity(eitem);
							event.setDropChance(0.0F);
						}
					}
				}
			}
		}
	}

 

if (event.getAttackingPlayer() instanceof EntityPlayer) {
			if (event.getEntityLiving() instanceof EntityLivingBase) {
				EntityLivingBase entity = (EntityLivingBase) event.getEntityLiving();
				World world = entity.world;
				if (!world.isRemote) {
					EntityPlayer player = (EntityPlayer) event.getAttackingPlayer();
					ItemStack head = player.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND);
					Map<Enchantment, Integer> xpboost = EnchantmentHelper.getEnchantments(head);
					if (xpboost.isEmpty() || !xpboost.containsKey(InitEnchants.XP_BOOST))
						return;
					int xpboostlevel = xpboost.get(InitEnchants.XP_BOOST);
					int xp = event.getDroppedExperience();
					int xpboostxlevel = xpboostlevel;
					while (xp > 0) {
						int cap = EntityXPOrb.getXPSplit(xp) + xpboostxlevel;
						xp -= cap;
						entity.world.spawnEntity(new EntityXPOrb(world, entity.posX, entity.posY, entity.posZ, cap));
					}
				}
			}
		}

I want to make these compatible

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You are doing way more things in your HarvestDropsEvent than you should be. Fortune and exp dropping should already have been taken care of before any of your code gets called.

if (drop.getItem() instanceof ItemAir)

That should never occur.

if ((drop != null) && (!(drop.getItem() instanceof ItemAir))) {

Drop is already not null or the game crashed (assuming you didn't set it to new ItemStack anywayand you know the item isn't air because you literally just checked for that.

					if ((fortuneLevel > 0) && (!(drop.getItem() instanceof ItemBlock))) {
						nItems = event.getDrops().size() + random.nextInt(fortuneLevel + 1);
					} else if ((fortuneLevel <= 0) && (!(drop.getItem() instanceof ItemBlock))) {
						nItems = event.getDrops().size();
					}

This can be simplified.

nItems = event.getDrops().size + (fortuneLevel > 0 ? random.nextInt(fortuneLevel + 1) : 0);

Of course, why are you using the number of stacks as your baseline value? That seems odd. Whatever.

 

Anyway.

Compatibility.

if (event.getAttackingPlayer() instanceof EntityPlayer) {

...This isn't the harvest drops event, so I don't see why you even have a problem...

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4 minutes ago, Draco18s said:

You are doing way more things in your HarvestDropsEvent than you should be. Fortune and exp dropping should already have been taken care of before any of your code gets called.


if (drop.getItem() instanceof ItemAir)

That should never occur.


if ((drop != null) && (!(drop.getItem() instanceof ItemAir))) {

Drop is already not null or the game crashed (assuming you didn't set it to new ItemStack anywayand you know the item isn't air because you literally just checked for that.


					if ((fortuneLevel > 0) && (!(drop.getItem() instanceof ItemBlock))) {
						nItems = event.getDrops().size() + random.nextInt(fortuneLevel + 1);
					} else if ((fortuneLevel <= 0) && (!(drop.getItem() instanceof ItemBlock))) {
						nItems = event.getDrops().size();
					}

This can be simplified.

nItems = event.getDrops().size + (fortuneLevel > 0 ? random.nextInt(fortuneLevel + 1) : 0);

Of course, why are you using the number of stacks as your baseline value? That seems odd. Whatever.

 

Anyway.

Compatibility.


if (event.getAttackingPlayer() instanceof EntityPlayer) {

...This isn't the harvest drops event, so I don't see why you even have a problem...

Sorry, the 2nd code uses 

LivingExperienceDropEvent

Anyway, the code of both events works alone is when I set 2 enchants that do the same thing that doesn't work.

 

Eg: if I have the 1st code enchant and I apply add the enchant that let me mine 3x3 it doesn't work

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I am not understanding your problem.

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.

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14 minutes ago, Draco18s said:

I am not understanding your problem.

I make you an example with 2 other enchants I have:

 

I have an enchant that breaks an area  3x3x3 dropping the item broken (or the basic block if I break stone for example), a second enchant that "teleport" the drop to your inventory and those doesn't work together

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Ok, so, you didn't post the 3x3 code and I suspect it doesn't work because, like an idiot, you didn't fire any of the relevant Forge events when you broke those blocks.

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.

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The HarvestDropsEvent, for one. If you're breaking blocks and generating loot from them and not firing the HarvestDropsEvent, then your other enchantment which relies on the HarvestDropsEvent to do its thing can't run.

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.

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6 hours ago, Draco18s said:

The HarvestDropsEvent, for one. If you're breaking blocks and generating loot from them and not firing the HarvestDropsEvent, then your other enchantment which relies on the HarvestDropsEvent to do its thing can't run.

Oh wow, I'm a idiot!! I use the HarvestDropsEvent ? ? ? ?

Did you read what I said in my first comment? No, I guess

 

 
 
 
 
 
 
 
 
 
 
 
 
9 hours ago, NoobMaster4000 said:

I have an enchant that uses 


HarvestDropsEvent

 

Edited by NoobMaster4000
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3 hours ago, NoobMaster4000 said:

Oh wow, I'm a idiot!! I use the HarvestDropsEvent ? ? ? ?

Did you read what I said in my first comment? No, I guess

"Subscribing to" and "firing" are not the same thing.

 

Post your 3x3 mining enchantment code.

 

5 hours ago, diesieben07 said:

HarvestDropsEvent does not need to be fired manually, provided you call the correct methods in the Block class to generate the drops (which you should be doing anyways).

 

While true, I have serious doubts about the code calling the correct methods in the block class, as evidenced by the way he generates drops in the telepathy enchantment. So, one way or another, he's not invoking the HarvestDropsEvent (whether he needs to do so manually depends on other factors; there are legitimate reasons to bypass the Block class code, if admittedly rare).

 

Oh, speaking of:

12 hours ago, NoobMaster4000 said:

Map<Enchantment, Integer> telepathy = EnchantmentHelper.getEnchantments(hand);
		if (telepathy.isEmpty() || !telepathy.containsKey(InitEnchants.TELEPATHY))
			return;
		int telepathylevel = telepathy.get(InitEnchants.TELEPATHY);

This entire function block is completely and utterly irrelevant.

 

After checking the telepathy level, just loop over the event.drops() array and attempt to add them to the player's inventory. If it can be added to the player's inventory, remove it from the array. There's no need to go through all that bullshit your code does.

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.

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16 minutes ago, Draco18s said:
 
 
 
 
15 minutes ago, Draco18s said:

After checking the telepathy level, just loop over the event.drops() array and attempt to add them to the player's inventory. If it can be added to the player's inventory, remove it from the array. There's no need to go through all that bullshit your code does.

 

public static void onTelepathyUse(HarvestDropsEvent event) {
		EntityPlayer player = (EntityPlayer) event.getHarvester();
		if (event.getHarvester() == null)
			return;
		World world = event.getWorld();
		ItemStack hand = player.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND);
		Map<Enchantment, Integer> telepathy = EnchantmentHelper.getEnchantments(hand);
		if (telepathy.isEmpty() || !telepathy.containsKey(InitEnchants.TELEPATHY))
			return;
		int telepathylevel = telepathy.get(InitEnchants.TELEPATHY);
//		IBlockState state = event.getState();
//		Random random = new Random();
//		BlockPos pos = event.getPos();
		Block block = event.getState().getBlock();
//		int fortuneLevel = event.getFortuneLevel();
//		ItemStack drop = new ItemStack(block, 1, block.getMetaFromState(state));
		String[] blacklist = ConfigHandler.enchants.telepathy.blacklistblocks;
		boolean isfull = player.inventory.getFirstEmptyStack() == -1;
		if (!world.isRemote) {
			if (telepathylevel > 0) {
				if (PlayerHelper.isBlacklisted(blacklist, PlayerHelper.getEntityName(block)))
					return;
				if (!isfull) {
					for (int i = 0; i < event.getDrops().size(); i++) {
						player.inventory.addItemStackToInventory(event.getDrops().get(i));
					}
				}
			}
		}
	}
}

 

Like this? Yes, it works not with the 3x3 enchant but it works

Edited by NoobMaster4000
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Well, you did half of what I said. You're still only checking if things go into the players inventory once (outside the loop no less) and you aren't removing things from event.drops().

 

And you still haven't posted the 3x3 enchantment's code. You know, the code causing the problem. 

Edited by Draco18s

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.

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18 minutes ago, Draco18s said:

Well, you did half of what I said. You're still only checking if things go into the players inventory once (outside the loop no less) and you aren't removing things from event.drops().

 

And you still haven't posted the 3x3 enchantment's code. You know, the code causing the problem. 

Is just a test, I'll add now what it miss

 

public static void onExcavateUse(BlockEvent.BreakEvent event) {
		EntityPlayer player = (EntityPlayer) event.getPlayer();
		ItemStack hand = player.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND);
		Map<Enchantment, Integer> excavate = EnchantmentHelper.getEnchantments(hand);
		if (excavate.isEmpty() || !excavate.containsKey(InitEnchants.EXCAVATE))
			return;
		int excavatelevel = excavate.get(InitEnchants.EXCAVATE);
		World world = event.getWorld();
		BlockPos pos = event.getPos();
		Block block = event.getState().getBlock();
		String[] blacklist = ConfigHandler.enchants.excavate.blacklistblocks;
		if (!world.isRemote) {
			if (excavatelevel > 0) {
				for (int i = 0; i < (excavatelevel + 1); i++) {
					Iterable<BlockPos> it = BlockPos.getAllInBox(pos.add(-i, -i, -i), pos.add(i, i, i));
					for (BlockPos offset2 : it) {
						Block block2 = world.getBlockState(offset2).getBlock();
						if (block2 == block && block2 != Blocks.AIR
								&& !PlayerHelper.isBlacklisted(blacklist, block2.getRegistryName().toString())) {
     						world.destroyBlock(offset2, true);
							hand.damageItem(1, player);
						}
					}
				}
			}
		}
	}

 

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5 hours ago, NoobMaster4000 said:

world.destroyBlock(offset2, true);

You remember how diesieben07 said something about calling the right methods in the block class, and how I said you're not calling the Forge events?

 

Yeah, this is why.

destroyBlock is essentially the same as setBlockToAir. This bypasses all the standard harvesting logic.

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.

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2 hours ago, Draco18s said:

You remember how diesieben07 said something about calling the right methods in the block class, and how I said you're not calling the Forge events?

 

Yeah, this is why.

destroyBlock is essentially the same as setBlockToAir. This bypasses all the standard harvesting logic.

Okay, I'll try.

I use this:

for (int i = 0; i < entityhurt.inventory.armorInventory.size(); i++) {
ItemStack hand = player.inventory.armorItemInSlot(i);

to check the player armor (for telepathy) but on server it crashes because there's no method, how can I check it? I want to make telepathy compatible for pickaxe/armor

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38 minutes ago, NoobMaster4000 said:

Okay, I'll try.

Please just post all of your code(the events) and the problem you are having.

 

39 minutes ago, NoobMaster4000 said:

but on server it crashes because there's no method, how can I check it?

Use a method that isnt annotated with @SideOnly(Side.CLIENT).

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 hour ago, Animefan8888 said:

Please just post all of your code(the events) and the problem you are having.

 

Use a method that isnt annotated with @SideOnly(Side.CLIENT).

if (!world.isRemote) {
			if (excavatelevel > 0) {
				for (int i = 0; i < (excavatelevel + 1); i++) {
					Iterable<BlockPos> it = BlockPos.getAllInBox(pos.add(-i, -i, -i), pos.add(i, i, i));
					for (BlockPos offset2 : it) {
						Block block2 = world.getBlockState(offset2).getBlock();
						if (/*block2 == block &&*/ block2 != Blocks.AIR
								&& !PlayerHelper.isBlacklisted(blacklist, block2.getRegistryName().toString())) {
							block2.harvestBlock(world, player, offset2, state, null, ItemStack.EMPTY);
							block2.removedByPlayer(state, world, offset2, player, true);
							hand.damageItem(1, player);
						}

					}
				}
			}
		}

The comment is because I want to set a setting to break only the same block but I have to solve the problem with the redstone since it becore lit_redstone_ore, so I leave there for now

 

Found this

ItemStack hand = player.inventory.armorInventory.get(i);

 

Now telepathy doesn't work with autosmelt, which is:

Dropping iron ingots and the ore

Edited by NoobMaster4000
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2 hours ago, NoobMaster4000 said:

if (!world.isRemote) {
			if (excavatelevel > 0) {
				for (int i = 0; i < (excavatelevel + 1); i++) {
					Iterable<BlockPos> it = BlockPos.getAllInBox(pos.add(-i, -i, -i), pos.add(i, i, i));
					for (BlockPos offset2 : it) {
						Block block2 = world.getBlockState(offset2).getBlock();
						if (/*block2 == block &&*/ block2 != Blocks.AIR
								&& !PlayerHelper.isBlacklisted(blacklist, block2.getRegistryName().toString())) {
							block2.harvestBlock(world, player, offset2, state, null, ItemStack.EMPTY);
							block2.removedByPlayer(state, world, offset2, player, true);
							hand.damageItem(1, player);
						}

					}
				}
			}
		}

 

This is not all of the code for example I don't knpw what event you are in. You've also given me no idea what enchant you are working on. This is like working on a code base that hasn't been well maintained because I can't tell what piece of code does what or even when it should be called.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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5 hours ago, Animefan8888 said:

This is not all of the code for example I don't knpw what event you are in. You've also given me no idea what enchant you are working on. This is like working on a code base that hasn't been well maintained because I can't tell what piece of code does what or even when it should be called.

Sorry, it says "excavatelevel" but:

public static void onExcavateUse(BlockEvent.BreakEvent event) {
		EntityPlayer player = (EntityPlayer) event.getPlayer();
		ItemStack hand = player.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND);
		Map<Enchantment, Integer> excavate = EnchantmentHelper.getEnchantments(hand);
		if (excavate.isEmpty() || !excavate.containsKey(InitEnchants.EXCAVATE))
			return;
		int excavatelevel = excavate.get(InitEnchants.EXCAVATE);
		World world = event.getWorld();
		BlockPos pos = event.getPos();
		IBlockState state = event.getState();
		Block block = event.getState().getBlock();
		String[] blacklist = ConfigHandler.enchants.excavate.blacklistblocks;
		boolean breakonlysimilarblocks = ConfigHandler.enchants.excavate.breakonlysimilarblocks;
		if (!world.isRemote) {
			if (excavatelevel > 0) {
				for (int i = 0; i < (excavatelevel + 1); i++) {
					Iterable<BlockPos> it = BlockPos.getAllInBox(pos.add(-i, -i, -i), pos.add(i, i, i));
					for (BlockPos offset2 : it) {
						Block block2 = world.getBlockState(offset2).getBlock();
						if (/* block2 == block && */ block2 != Blocks.AIR
								&& !PlayerHelper.isBlacklisted(blacklist, PlayerHelper.getEntityName(block2))) {
							block2.harvestBlock(world, player, offset2, state, null, ItemStack.EMPTY);
							block2.removedByPlayer(state, world, offset2, player, true);
							hand.damageItem(1, player);
						} else if (breakonlysimilarblocks) {
							if (block2 == block && block2 != Blocks.AIR
									&& !PlayerHelper.isBlacklisted(blacklist, PlayerHelper.getEntityName(block2))) {
								block2.harvestBlock(world, player, offset2, state, null, ItemStack.EMPTY);
								block2.removedByPlayer(state, world, offset2, player, true);
								hand.damageItem(1, player);
							}
						}
					}
				}
			}
		}
	}

It works with everything (need the last test)

 

Now the problem is LivingHurtEvent:

String[] blacklist = ConfigHandler.enchants.poison.blacklistentities;
if (PlayerHelper.isBlacklisted(blacklist, PlayerHelper.getEntityName(entityhurt)))
return;

The 2 methods are:

public static boolean isBlacklisted(String[] blacklist, String name) {
		for (int i = 0; i < blacklist.length; i++) {
			if (blacklist[i].contains(name)) {
				return true;
			}
		}
		return false;
	}

	public static String getEntityName(Entity entity) {
		return EntityList.getKey(entity).toString();
	}

	public static String getEntityName(Block block) {

		return block.getRegistryName().toString();
	}

	public static String getEntityName(Item item) {

		return item.getRegistryName().toString();
	}

Which works if I hit a cow and the effect work, if I add "minecraft:cow" in the blacklist it work and the effect doesn't work on the cow but but I can't add "minecraft:player", if I hit a player it crashes. I want this blacklist so the entities blacklisted aren't affected

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3 hours ago, NoobMaster4000 said:

for (int i = 0; i < (excavatelevel + 1); i++) {

Iterable<BlockPos> it = BlockPos.getAllInBox(pos.add(-i, -i, -i), pos.add(i, i, i));

I made a comment about these lines already. You do not need the loop.

 

3 hours ago, NoobMaster4000 said:

if (block2 == block && block2 != Blocks.AIR

You shouldn't need to check that block2 isn't air. 

 

3 hours ago, NoobMaster4000 said:

if (!world.isRemote)

if (excavatelevel > 0)

You should inverse these checks and instead return, it reduces your indentation and makes your code easier to read.

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.

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10 minutes ago, Draco18s said:

I made a comment about these lines already. You do not need the loop.

 

You shouldn't need to check that block2 isn't air. 

 

You should inverse these checks and instead return, it reduces your indentation and makes your code easier to read.

What about my second problem?

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