Create Vines

Started by Ro... on

Topic category: Help with modding (Java Edition)

Last seen on 00:26, 25. Apr 2024
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Create Vines

Hi, i create few custom vines in my mod, i want them to spawn under leaves, since they are like the Crimson Forest vines from 1.16 nether update. i want to know how to make that each 1 ticks the vines check if the block above it is air, and if it is, then it destroy itself, i tried to do that and it works, but if the vines is auto-generated, it wont works. Any way to fix ti? and also, i want to make that each 20,000 ticks, if the block at y-1 of the vines is air, than it place another one just under it but i dont know how to make a 1 tick procedure and a 20,000 ticks procedure that work at the same time.

Last seen on 01:36, 14. Jan 2022
Joined Jun 2021
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i also want make but no idea…
Thu, 08/19/2021 - 02:37

i also want make but no idea

 

Last seen on 08:14, 28. Nov 2023
Joined Aug 2020
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i've made proper hanging…
Thu, 08/19/2021 - 03:19

i've made proper hanging vines before and am confident enough to say that i fully know what to do in this case. so here's the thing:

1. don't make it check the block above per 1 tick if you say it can be naturally generated, as naturally-generated blocks do not tick at a constant rate (and thus are actually affected by random tick speed due to performance reasons). that means the procedure will mostly fail. it'll only tick at a constant rate that you've set for it in the block advanced properties if it was actually placed by a player. instead, use the "neighbor block changes" trigger, which executes immediately after a block that's next to another block changes, no matter what.

so in that trigger, the procedure should be like this:

"if [is air at x y+1 z], do [wait 1 ticks then on server-side, do remove block at x y z]"

note that the wait [x] ticks there is optional as that's only for making the vine break in a similar way like weeping vines wherein all connected vines don't instantaneously break; i recommend rechecking the behavior of broken weeping vines if you don't know/didn't notice that yet

2. again, don't make it check per [x] tick; that's a horrible way of doing delayed things for both technical & aesthetic reasons: the waiting time is constant plus the block also naturally generates which wouldn't really make it reliable, AND it simply looks & feels unnatural. instead, use random tick, so make sure your vine block is set to tick randomly. then on your vine's update tick trigger, put the procedure: "if [is air at x y-1 z], do [place your vine block at x y-1 z]"

 

that way, they'll both execute at the same time

Last seen on 08:08, 25. Apr 2024
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Is there a way to make it so…
Thu, 04/25/2024 - 04:07

Is there a way to make it so when breaking the bottom most weeping vine will then ONLY change the one above it?

What I mean is: Weeping vines have 2 states, small and large. When you place one weeping vine, it's in it's small state. Placing another will convert the first one to the large state. 

I've managed to get this working on my custom vine with the "neighbor block changes" trigger. When the second vine is placed, the first vine is replaced by another block. (the large state.)

However, when you have a long chain of vines, breaking the first one should transition the block above it back to the small state.

Because this uses the "neighbor block changes" trigger, changing the above block causes the block above THAT to update, meaning the whole chain will break until there is only one small state block left. How do I prevent this?

(sorry if this is badly worded, I'm not great at this sort of stuff.)