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Hey Gold. I'm working on a hammer, and in order to achieve the breaking style I want, I'm using the following procedure: HammerNotWorking.zip
The issue is, it appears that maybe the raycast method is going through the blocks, instead of colliding into them? Some angles work, others don't, but this procedure isn't reliable on Fabric. I converted the workspace to Forge, and it operates perfectly.
Note that this is only configured to work on up and down block faces. My goal is to have the blocks break, dependent on which block face the player is targeting at the break time. The player angle will be irrelevant, only the block face that's being targeted will be considered for calculating which other blocks it should break.
Here's a video of it working in Forge, and a video of it failing in Fabric:
Use Block face entity is looking at with raytrace distance code, to determine which neighbor blocks to break.
Observe that the block face calculation doesn't work often, due to an unknown reason.
I'm trying to fix the problem with the Block face ray trace block and I checked the code of both the Fabric generator and the Forge generator. I copied the Forge's code to the Fabric Generator and the only changes are spaces... they are literally the same thing :/ I could confirm the problem when e.g. looking/mining in diagonal, but I honestly have no idea why this happens (except if Forge fixed it)
This is what happens when copying the Forge code to Fabric:
The issue with copying the Forge code is that it simply doesn't work as intended in Fabric. I've talked a highly skilled dev about how they're doing it, I could meet with you sometime on Discord and show you what I know of that meeting. Maybe with your java knowledge and my research, we could fix this.
Issue description
Hey Gold. I'm working on a hammer, and in order to achieve the breaking style I want, I'm using the following procedure:
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HammerNotWorking.zip
The issue is, it appears that maybe the raycast method is going through the blocks, instead of colliding into them? Some angles work, others don't, but this procedure isn't reliable on Fabric. I converted the workspace to Forge, and it operates perfectly.
Note that this is only configured to work on up and down block faces. My goal is to have the blocks break, dependent on which block face the player is targeting at the break time. The player angle will be irrelevant, only the block face that's being targeted will be considered for calculating which other blocks it should break.
Here's a video of it working in Forge, and a video of it failing in Fabric:
https://github.com/Goldorion/Fabric-Generator-MCreator/assets/70633949/3d08e26f-f69a-4916-ae49-add4f2e7a84c
https://github.com/Goldorion/Fabric-Generator-MCreator/assets/70633949/62a28de2-840a-4849-bd6b-695acbb8dd49
How to reproduce this issue?
Use
Block face entity is looking at with raytrace distance
code, to determine which neighbor blocks to break.Observe that the block face calculation doesn't work often, due to an unknown reason.
Operating system
Windows
Details
Mcreator 2023.3
Fabric Generator 1.9.9
Example workspace
HammerWorkspace.zip
Logs
No response
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