Comments (2)
Overriding if and how the block is broken can be done through the harvest(PartMOP,EntityPlayer)
method in IMultipart. I'm not sure if that's what you were asking for, but it should take care of most use cases :)
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Perfect, thank you :)
from mcmultipart.
Related Issues (20)
- breakBlock call resets RS nodes HOT 3
- New API Questions HOT 3
- Multipart rotation and recoloring hooks HOT 5
- TileMultipartContainer.Ticking doesn't call update() on client side. HOT 12
- Crash with RefinedStorge and Mekanism HOT 4
- 1.12.2 Can't place mekanism cables Chisel&Bits HOT 3
- Ladder support HOT 1
- Clicking with multiparts HOT 2
- isLadder doesn't nullcheck getCollisionBoundingBox
- TileEntity#Invalidate is not fired on Client Side.
- IMultipart#getDrops does not wrap the world HOT 1
- World.notifyBlockUpdate inaccurately mimics (bad) vanilla behaviour HOT 10
- Crash after player broke a multipart with generous amounts of Charset wires HOT 1
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- I WILL PAY FOR 1.16 SUPPORT HOT 2
- Bug: Incompability with CTM .mcmeta
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