01-26-2014, 02:36 AM
Quote:If not, how about faking it through tile entities, like falling sand and gravel do? Convert the block into a tile entity, move that entity smoothly across, then convert it back into a block.
Hi again, it's me again, your beloved (hopefully) crazy asshole
Xoft or anyone else in close relationship with blocks code in MCS, could you please explain to me what Tile Entity (minecraft term) capabilities are, protocol-wise? Like, what they can do? Can I set one to be at specified floating point coordinates, and have certain floating point speed?
Also, I'd like a wild guess on if minecraft client would freak out and shoot itself on spot, if I were to send to him, that there's a tile entity and it's a cobblestone.
In general, what's the process of initiating a tile entity on client by server's sent packet? Is it even there, doesn't client decides that those few blocks should now be a tile entities?
---------
You might have seen a PistonRock. So, what about lifting a whole area with a power of diamonds?
Here, have a look: http://www.twitch.tv/taugeshtu/c/3599145
There are few bugs here and there (mostly related to setting blocks correctly on server side when lifting a pile of blocks), some are dealt with (client didn't saw correct block meta in some cases when using interblock-existing piston)
Ideally, I'd like to make a library for making block areas smoothly with vanilla client, probably even rotate them (with some approximation, of course), and then integrate it into Handy. Might come handy for all those hothead plugin writers around. But that's a distant. For now I'd like to move really big areas smoothly along one line, preferably continiously.