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dgraygray

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Posts posted by dgraygray

  1. 3 hours ago, Draco18s said:

    Correct. You can still place blocks on top of fences, after all.

    Whether or not pathfinding from mobs will respect the additional height is questionable (it might be coded to check for only fences, or only blocks in the fence tag, or...).

     

    Also, You are making a WIDE block. Collisions outside the 1x1x1 cube will not work at all in the X and Z directions. It only works for TALL blocks (16x24x16 only!!!! Note that it does not even extend to a full 32!!!!).

    Okay, I got it working to where it places the additional block beside it and it's great, except for the fact that this block has a tile entity. I like the idea of making only half the block have access to the "furnace".

    The issue I have now is that when I break the side that does not have the TE, it just sets the side that does to air. Do you know of how I can drop the correct block with the correct TE?

     

    Spoiler
    
    @Override
        public void onBlockHarvested(World worldIn, BlockPos pos, BlockState state, PlayerEntity player) {
            DoubleBlockHalf doubleblockhalf = state.get(HALF);
            BlockPos blockpos = getAdjacentBlockPos(pos, state.get(FACING), state.get(HALF));
            BlockState blockstate = worldIn.getBlockState(blockpos);
    
            if (blockstate.getBlock() == this && blockstate.get(HALF) != doubleblockhalf) {
                worldIn.setBlockState(blockpos, Blocks.AIR.getDefaultState(), 35);
                worldIn.playEvent(player, 2001, blockpos, Block.getStateId(blockstate));
            }
    
            super.onBlockHarvested(worldIn, pos, state, player);
        }

     

     

  2. 53 minutes ago, Draco18s said:

    Technically it can be  up to 24 "pixels" tall (because of fences) but seriously don't rely on it.

    So right now I have a collision box which is the full 16x16x32, but what you're saying is that this won't work for actual player interactions/the world won't recognize it as a taken up block?

  3. I have a block which I have a model for that is 16x32. The block has the functions and block states in place to render and create the collisions correctly for the 16x32 area, but only half of the block is clickable. The other half you can even place things inside of it.

     

     

    Spoiler
    
    	@Override
        public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
            return getShape(state);
        }
    
        @Override
        public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
            return getShape(state);
        }
    
        @Override
        public VoxelShape getRenderShape(BlockState state, IBlockReader worldIn, BlockPos pos) {
            return getShape(state);
        }
    
    	protected VoxelShape[] makeShapes() {
            VoxelShape northTop = Block.makeCuboidShape(0, 12, 0, 32, 16, 16);
            VoxelShape northLeg1 = Block.makeCuboidShape(2,0, 2, 6, 12, 6);
            VoxelShape northLeg2 = Block.makeCuboidShape(2,0, 10, 6, 12, 14);
            VoxelShape northLeg3 = Block.makeCuboidShape(26,0, 10, 30, 12, 14);
            VoxelShape northLeg4 = Block.makeCuboidShape(26,0, 2, 30, 12, 6);
            VoxelShape north = VoxelShapes.or(northTop, northLeg1, northLeg2, northLeg3, northLeg4);
    
            VoxelShape eastTop = Block.makeCuboidShape(0, 12, 0, 16, 16, 32);
            VoxelShape eastLeg1 = Block.makeCuboidShape(2,0, 2, 6, 12, 6);
            VoxelShape eastLeg2 = Block.makeCuboidShape(2,0, 26, 6, 12, 30);
            VoxelShape eastLeg3 = Block.makeCuboidShape(10,0, 26, 14, 12, 30);
            VoxelShape eastLeg4 = Block.makeCuboidShape(10,0, 2, 14, 12, 6);
            VoxelShape east = VoxelShapes.or(eastTop, eastLeg1, eastLeg2, eastLeg3, eastLeg4);
    
            VoxelShape southTop = Block.makeCuboidShape(-16, 12, 0, 16, 16, 16);
            VoxelShape southLeg1 = Block.makeCuboidShape(-14,0, 2, -10, 12, 6);
            VoxelShape southLeg2 = Block.makeCuboidShape(-14,0, 10, -10, 12, 14);
            VoxelShape southLeg3 = Block.makeCuboidShape(10,0, 10, 14, 12, 14);
            VoxelShape southLeg4 = Block.makeCuboidShape(10,0, 2, 14, 12, 6);
            VoxelShape south = VoxelShapes.or(southTop, southLeg1, southLeg2, southLeg3, southLeg4);
    
            VoxelShape westTop = Block.makeCuboidShape(0, 12, 16, 16, 16, -16);
            VoxelShape westLeg1 = Block.makeCuboidShape(2,0, -14, 6, 12, -10);
            VoxelShape westLeg2 = Block.makeCuboidShape(2,0, 10, 6, 12, 16);
            VoxelShape westLeg3 = Block.makeCuboidShape(10,0, 10, 14, 12, 16);
            VoxelShape westLeg4 = Block.makeCuboidShape(10,0, -14, 14, 12, -10);
            VoxelShape west = VoxelShapes.or(westTop, westLeg1, westLeg2, westLeg3, westLeg4);
    
            return new VoxelShape[]{north, east, south, west};
        }
    
        private VoxelShape getShape(BlockState state) {
            switch (state.get(BlockStateProperties.HORIZONTAL_FACING)) {
            case NORTH:
                return renderShapes[0];
            case EAST:
                return renderShapes[1];
            case SOUTH:
                return renderShapes[2];
            default:
                return renderShapes[3];
            }
        }

     

     

    I'm wondering what is remaining for me to do in order for the game to know that this block is in both positions.

  4. Thank you for the speedy reply! From what I can see here, these are the functions that handle this sorta thing correct?
     

    Spoiler
    
    /**
    	 * Retrieves packet to send to the client whenever this Tile Entity is re-synced via World#notifyBlockUpdate.
    	 * This packet comes back client-side in {@link #onDataPacket}
    	 */
    	@Nullable
    	public SUpdateTileEntityPacket getUpdatePacket() {
    		final CompoundNBT tag = new CompoundNBT();
    		tag.putInt(ENERGY_TAG, this.energy.getEnergyStored());
    		// We pass 0 for tileEntityTypeIn because we have a modded TE. See ClientPlayNetHandler#handleUpdateTileEntity(SUpdateTileEntityPacket)
    		return new SUpdateTileEntityPacket(this.pos, 0, tag);
    	}
    
    	/**
    	 * Get an NBT compound to sync to the client with SPacketChunkData, used for initial loading of the
    	 * chunk or when many blocks change at once.
    	 * This compound comes back to you client-side in {@link #handleUpdateTag}
    	 * The default implementation ({@link TileEntity#handleUpdateTag}) calls {@link #writeInternal)}
    	 * which doesn't save any of our extra data so we override it to call {@link #write} instead
    	 */
    	@Nonnull
    	public CompoundNBT getUpdateTag() {
    		return this.write(new CompoundNBT());
    	}
    
    /**
    	 * Handle a packet created in {@link #getUpdatePacket()}
    	 */
    	@Override
    	public void onDataPacket(final NetworkManager net, final SUpdateTileEntityPacket pkt) {
    		this.energy.setEnergy(pkt.getNbtCompound().getInt(ENERGY_TAG));
    	}
    
    	@Override
    	public void onLoad() {
    		super.onLoad();
    		// We set this in onLoad instead of the constructor so that TileEntities
    		// constructed from NBT (saved tile entities) have this set to the proper value
    		if (world != null && !world.isRemote)
    			lastEnergy = energy.getEnergyStored();
    	}

     

    I don't see in the second example a place where you are touching the smelting values though

  5. I am trying to store some information inside of my block and most of it seems to be working fine. I can save the inventory perfectly, but when it comes to a few integers it seems that they are not appearing to be saved. When I show some logs after I pick up the block and put it back down, in the tick() method it shows the server with the correct int and the client with 0.

    Does anyone have any knowledge around this?

    Spoiler

    [23:17:19] [Render thread/DEBUG] [co.dy.ma.ti.MagicBlockTileEntity/]: No essence! Remaining conjure time: 0
    [23:17:19] [Render thread/DEBUG] [co.dy.ma.ti.MagicBlockTileEntity/]: Can't being conjure!
    [23:17:19] [Render thread/DEBUG] [co.dy.ma.ti.MagicBlockTileEntity/]: No essence! Remaining conjure time: 0
    [23:17:19] [Render thread/DEBUG] [co.dy.ma.ti.MagicBlockTileEntity/]: Can't being conjure!
    [23:17:19] [Server thread/DEBUG] [co.dy.ma.ti.MagicBlockTileEntity/]: No essence! Remaining conjure time: 5
    [23:17:19] [Server thread/DEBUG] [co.dy.ma.ti.MagicBlockTileEntity/]: No more magical essence!
    [23:17:19] [Server thread/DEBUG] [co.dy.ma.ti.MagicBlockTileEntity/]: No essence! Remaining conjure time: 5
    [23:17:19] [Server thread/DEBUG] [co.dy.ma.ti.MagicBlockTileEntity/]: No more magical essence!


    My loot_table:

    Spoiler
    
    {
      "type": "magicnthings:block",
      "pools": [
        {
          "rolls": 1,
          "entries": [
            {
              "type": "minecraft:item",
              "functions": [
                {
                  "function": "minecraft:copy_name",
                  "source": "block_entity"
                },
                {
                  "function": "minecraft:copy_nbt",
                  "source": "block_entity",
                  "ops": [
                    {
                      "source": "inv_in",
                      "target": "BlockEntityTag.inv_in",
                      "op": "replace"
                    },
                    {
                      "source": "inv_out",
                      "target": "BlockEntityTag.int_out",
                      "op": "replace"
                    },
                    {
                      "source": "conjure",
                      "target": "BlockEntityTag.conjure",
                      "op": "replace"
                    },
    
                    {
                      "source": "conjure_start",
                      "target": "BlockEntityTag.conjure_start",
                      "op": "replace"
                    },
                    {
                      "source": "conjure_recipe",
                      "target": "BlockEntityTag.conjure_recipe",
                      "op": "replace"
                    },
                    {
                      "source": "essence",
                      "target": "BlockEntityTag.essence",
                      "op": "replace"
                    },
                    {
                      "source": "essence_start",
                      "target": "BlockEntityTag.essence_start",
                      "op": "replace"
                    }
                  ]
                },
                {
                  "function": "minecraft:set_contents",
                  "entries": [
                    {
                      "type": "minecraft:dynamic",
                      "name": "minecraft:contents"
                    }
                  ]
                }
              ],
              "name": "magicnthings:magic_block"
            }
          ],
          "conditions": [
            {
              "condition": "minecraft:survives_explosion"
            }
          ]
        }
      ]
    }

     

     

    My Tile Entity:

    Spoiler
    
    @Override
        public void read(CompoundNBT tag) {
            CompoundNBT invInTag = tag.getCompound("inv_in");
            inputHandler.ifPresent(handler -> ((INBTSerializable<CompoundNBT>) handler).deserializeNBT(invInTag));
    
            CompoundNBT invOutTag = tag.getCompound("inv_out");
            outputHandler.ifPresent(handler -> ((INBTSerializable<CompoundNBT>) handler).deserializeNBT(invOutTag));
    
            // Conjure time
            remainingConjureTime = tag.getInt("conjure");
            startingConjureTime = tag.getInt("conjure_start");
            conjuringItemRecipe = tag.getInt("conjure_recipe");
    
            // Essence
            remainingEssence = tag.getInt("essence");
            startingEssence = tag.getInt("essence_start");
            super.read(tag);
        }
    
        @Nonnull
        @Override
        public CompoundNBT write(CompoundNBT tag) {
            inputHandler.ifPresent(handler -> {
                CompoundNBT compound = ((INBTSerializable<CompoundNBT>) handler).serializeNBT();
                tag.put("inv_in", compound);
            });
            outputHandler.ifPresent(handler -> {
                CompoundNBT compound = ((INBTSerializable<CompoundNBT>) handler).serializeNBT();
                tag.put("inv_out", compound);
            });
    
            // Conjure time
            tag.putInt("conjure", remainingConjureTime);
            tag.putInt("conjure_start", startingConjureTime);
            tag.putInt("conjure_recipe", conjuringItemRecipe);
    
            // Essence
            tag.putInt("essence", remainingEssence);
            tag.putInt("essence_start", startingEssence);
            return super.write(tag);
        }

     

     

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