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[1.12] Setting fire to a block [Solved]


nil

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I'm trying to get a custom projectile to set fire to blocks in the method onhit(raytraceResult) like this:


            BlockPos blockpos = raytraceResultIn.getBlockPos();
            //blockpos = blockpos.add(0, 1, 0);
            IBlockState iblockstate = this.world.getBlockState(blockpos);
            
            
            if (raytraceResultIn.entityHit.world.isAirBlock(blockpos))
            {
            	 raytraceResultIn.entityHit.world.setBlockState(blockpos, Blocks.FIRE.getDefaultState(), 11);
            }
            this.setDead();

similar to ItemFlintAndSteel. However it always crashes the world when used, causing a TickingEntity error.

What is the correct way to have projctile set fire to a block?

Edited by nil
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6 hours ago, nil said:

causing a TickingEntity error

Post the actual crash log, please.

A couple problems, if this is all the relevant code:

-You assume that the result is always an Entity. This is not necessarily the case.

-You assume that the result always contains a BlockPos. This not necessarily the case, and, in fact, this and the previous assumption are mutually exclusive. No Entity result has a BlockPos, and no Block result has an Entity.

-Unless you know what you're doing, you should probably remove ", 11" from your call of setBlockState() to use the standard one.

 

I suggest you take a look at EntitySmallFireball#onImpact().

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

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16 hours ago, SerpentDagger said:

You assume that the result is always an Entity. This is not necessarily the case.

It's never the case, i don't even know why i didn't just use this.world in the first place.

 

Everything works now. Thx.

 

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