You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The current mechanical of scaffold overhanging only allows overhanging scaffoldings along the axis, and there are many methods to bypass it. I have a better method to fix this problem, and this probably won't cause noticeable lag.
We will make use of the BlockState (this is currently unused). First, when a neighboring block changes (including changes on blockstates), a scaffold recaculates its BlockState, and then checks if the BlockState is greater than getSideBlocksAvailable(). If so, the scaffold breaks itself.
This is the way to calculate the BlockState:
If the block under the scaffolding is a non-scaffolding block, then BlockState is 0.
If the block under the scaffolding is a scaffolding, then BlockState is same as the BlockState of the scaffolding under it.
If the block under the scaffolding is air:
If there is at least one scaffolding with non-32767 BlockState around it, the BlockState of the current scaffolding is the minimum one among the BlockStates of surrounding scaffoldings (with non-32767 BlockState), plus 1.
If there is no scaffoldings with non-32767 BlockState around it, the BlockState of the current scaffolding is 32767.
The text was updated successfully, but these errors were encountered:
The current mechanical of scaffold overhanging only allows overhanging scaffoldings along the axis, and there are many methods to bypass it. I have a better method to fix this problem, and this probably won't cause noticeable lag.
We will make use of the BlockState (this is currently unused). First, when a neighboring block changes (including changes on blockstates), a scaffold recaculates its BlockState, and then checks if the BlockState is greater than
getSideBlocksAvailable()
. If so, the scaffold breaks itself.This is the way to calculate the BlockState:
The text was updated successfully, but these errors were encountered: