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Fireruner

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  1. Just testing if the 2 states recieved there should be different or something, tested with the same states on both parametters, and still nothing. It returns a IBlockState because is an auxiliar method for the getActualState of the block that gets the values from the TE and process them. Not really usefull here, but I was testing. Yeah, right? That's what I thought, but is not doing it. I think that this code runs both on server and on client, but lemme double check
  2. That method asks the TE how full is the block and if it is processing the content or has finished processing it. Thats not the problem I think, because when getActualState gets called, it runs perfectly. My problem is that I need to tell Minecraft to call getActualState after the player interacts with the block. I have a log on getActualState so I can see when it gets called, and when it gets called by Minecraft it updates the block just perfect, but when the player uses the block it doesnt get called.
  3. It its overriden, but still not working. The problem is that getActualState gets called only when Minecraft wants to call it, so when the player interacts with the block I dont know how to force Minecraft to check the state of the block. Its kinda confusing because when you use it, and change blocks arround it gets updated to the correct state. But only if you force Minecraft to update it changing blocks arround it. Its strange :C
  4. @Animefan8888 not working :C I dont really know what I am doing wrong, and peole who knows a lot of modding sent me here because they didnt neither. Do u want the full files so you can take a look at them? I dont know what to do
  5. Hi there :D I'm currently working on a block that acts kind of like a barrel, where the player can store some items. If the player is holding valid items to store in his hand when he activates the barrel, it will automatically take as much as needed to fill the barrel (64 items) from the stack that is on the player's hand. The problem is that the barrel has different models for its different "fullness states", and I can get it to show that state only using the barrel. I have to feed it with items and then force it to update breaking or placing nearby blocks. I can reference all the code you need, but here is what I tried to use to update the block whenever the player interacts with it. public void updateBlock(World worldIn, IBlockState state) { this.markDirty(); worldIn.notifyBlockUpdate(this.getPos(), state, BlockBarrel.changeStateOverFullness(this, worldIn, state, pos), 0x3 ); //Todo remove this, just for testing purposes world.setBlockState(pos, state); }
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