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Custom blockstates causes unlimited loop


Migats21

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I'm trying to make a mod that introduces fiber redstone cables. It is ment to be a lag friendly way to travel redstone signals over long distances instantly without loosing the redstone strength. They only travel straight and if they cross each other, those are seperated lines. I'm starting with just the basics like a cable that just connects to another. The problem is that if I start up the game, it gets stuck. When I runned it in debug mode, I noticed that it is infinitely looping inside the StateDefinition constructor.

package net.migats21.redstonetweaks.block;

import com.google.common.collect.ImmutableMap;
import com.google.common.collect.Maps;
import net.migats21.redstonetweaks.setup.BlockInitializer;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.util.StringRepresentable;
import net.minecraft.world.item.context.BlockPlaceContext;
import net.minecraft.world.level.BlockGetter;
import net.minecraft.world.level.LevelAccessor;
import net.minecraft.world.level.LevelReader;
import net.minecraft.world.level.block.*;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.StateDefinition;
import net.minecraft.world.level.block.state.properties.BlockStateProperties;
import net.minecraft.world.level.block.state.properties.EnumProperty;
import net.minecraft.world.level.block.state.properties.IntegerProperty;
import net.minecraft.world.level.block.state.properties.RedstoneSide;
import net.minecraft.world.phys.shapes.CollisionContext;
import net.minecraft.world.phys.shapes.Shapes;
import net.minecraft.world.phys.shapes.VoxelShape;

import java.util.Map;

import static net.migats21.redstonetweaks.setup.BlockInitializer.*;

public class FiberCableBlock extends Block {

    public static final EnumProperty<FiberPowerX> POWER_TYPE_X = EnumProperty.create("power_type_x", FiberPowerX.class);
    public static final EnumProperty<FiberPowerZ> POWER_TYPE_Z = EnumProperty.create("power_type_z", FiberPowerZ.class);
    public static final IntegerProperty POWER_X = IntegerProperty.create("power_x", 0, 15);
    public static final IntegerProperty POWER_Z = IntegerProperty.create("power_z", 0, 15);
    public static final EnumProperty<RedstoneSide> NORTH = BlockStateProperties.NORTH_REDSTONE;
    public static final EnumProperty<RedstoneSide> EAST = BlockStateProperties.EAST_REDSTONE;
    public static final EnumProperty<RedstoneSide> SOUTH = BlockStateProperties.SOUTH_REDSTONE;
    public static final EnumProperty<RedstoneSide> WEST = BlockStateProperties.WEST_REDSTONE;
    public static final Map<Direction, EnumProperty<RedstoneSide>> PROPERTY_BY_DIRECTION = Maps.newEnumMap(ImmutableMap.of(Direction.NORTH, NORTH, Direction.EAST, EAST, Direction.SOUTH, SOUTH, Direction.WEST, WEST));

    private static final VoxelShape SHAPE_DOT = Block.box(3.0D, 0.0D, 3.0D, 13.0D, 1.0D, 13.0D);
    private static final Map<Direction, VoxelShape> SHAPES_FLOOR = Maps.newEnumMap(ImmutableMap.of(Direction.NORTH, Block.box(3.0D, 0.0D, 0.0D, 13.0D, 1.0D, 13.0D), Direction.SOUTH, Block.box(3.0D, 0.0D, 3.0D, 13.0D, 1.0D, 16.0D), Direction.EAST, Block.box(3.0D, 0.0D, 3.0D, 16.0D, 1.0D, 13.0D), Direction.WEST, Block.box(0.0D, 0.0D, 3.0D, 13.0D, 1.0D, 13.0D)));
    private static final Map<Direction, VoxelShape> SHAPES_UP = Maps.newEnumMap(ImmutableMap.of(Direction.NORTH, Shapes.or(SHAPES_FLOOR.get(Direction.NORTH), Block.box(3.0D, 0.0D, 0.0D, 13.0D, 16.0D, 1.0D)), Direction.SOUTH, Shapes.or(SHAPES_FLOOR.get(Direction.SOUTH), Block.box(3.0D, 0.0D, 15.0D, 13.0D, 16.0D, 16.0D)), Direction.EAST, Shapes.or(SHAPES_FLOOR.get(Direction.EAST), Block.box(15.0D, 0.0D, 3.0D, 16.0D, 16.0D, 13.0D)), Direction.WEST, Shapes.or(SHAPES_FLOOR.get(Direction.WEST), Block.box(0.0D, 0.0D, 3.0D, 1.0D, 16.0D, 13.0D))));
    private static final Map<BlockState, VoxelShape> SHAPES_CACHE = Maps.newHashMap();

    public final BlockState crossState;

    public FiberCableBlock(Properties properties) {
        super(properties);

        this.registerDefaultState(this.getStateDefinition().any().setValue(NORTH, RedstoneSide.NONE).setValue(WEST, RedstoneSide.NONE).setValue(SOUTH, RedstoneSide.NONE).setValue(EAST, RedstoneSide.NONE).setValue(POWER_TYPE_X,FiberPowerX.NONE).setValue(POWER_TYPE_Z,FiberPowerZ.NONE).setValue(POWER_X,0).setValue(POWER_Z,0));
        this.crossState = this.defaultBlockState().setValue(NORTH, RedstoneSide.SIDE).setValue(EAST, RedstoneSide.SIDE).setValue(SOUTH, RedstoneSide.SIDE).setValue(WEST, RedstoneSide.SIDE);
        for(BlockState blockstate : this.getStateDefinition().getPossibleStates()) {
            if (blockstate.getValue(POWER_X) == 0 && blockstate.getValue(POWER_Z) == 0 && blockstate.getValue(POWER_TYPE_X) == FiberPowerX.NONE && blockstate.getValue(POWER_TYPE_Z) == FiberPowerZ.NONE) {
                SHAPES_CACHE.put(blockstate, this.calculateShape(blockstate));
            }
        }
    }

    protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> builder) {
        builder.add(NORTH, EAST, SOUTH, WEST, POWER_X, POWER_TYPE_X, POWER_Z, POWER_TYPE_Z);
    }

    private VoxelShape calculateShape(BlockState state) {
        VoxelShape voxelshape = SHAPE_DOT;

        for(Direction direction : Direction.Plane.HORIZONTAL) {
            RedstoneSide redstoneside = state.getValue(PROPERTY_BY_DIRECTION.get(direction));
            if (redstoneside == RedstoneSide.SIDE) {
                voxelshape = Shapes.or(voxelshape, SHAPES_FLOOR.get(direction));
            } else if (redstoneside == RedstoneSide.UP) {
                voxelshape = Shapes.or(voxelshape, SHAPES_UP.get(direction));
            }
        }

        return voxelshape;
    }

    @Override
    public VoxelShape getShape(BlockState state, BlockGetter getter, BlockPos pos, CollisionContext context) {
        return SHAPES_CACHE.get(state.setValue(POWER_X, Integer.valueOf(0)).setValue(POWER_Z, Integer.valueOf(0)).setValue(POWER_TYPE_X, FiberPowerX.NONE).setValue(POWER_TYPE_Z, FiberPowerZ.NONE));
    }

    public BlockState getStateForPlacement(BlockPlaceContext blockPlaceContext) {
        return this.getConnectionState(blockPlaceContext.getLevel(), this.crossState, blockPlaceContext.getClickedPos());
    }

    private BlockState getConnectionState(BlockGetter getter, BlockState state, BlockPos pos) {
        state = this.getMissingConnections(getter, this.crossState.setValue(POWER_X, state.getValue(POWER_X)).setValue(POWER_Z, state.getValue(POWER_Z)).setValue(POWER_TYPE_X, state.getValue(POWER_TYPE_X)).setValue(POWER_TYPE_Z, state.getValue(POWER_TYPE_Z)), pos);
        boolean flag1 = state.getValue(NORTH).isConnected();
        boolean flag2 = state.getValue(SOUTH).isConnected();
        boolean flag3 = state.getValue(EAST).isConnected();
        boolean flag4 = state.getValue(WEST).isConnected();
        if (!flag4 && flag3) {
            state = state.setValue(WEST, RedstoneSide.SIDE);
        }

        if (!flag3 && flag4) {
            state = state.setValue(EAST, RedstoneSide.SIDE);
        }

        if (!flag1 && flag2) {
            state = state.setValue(NORTH, RedstoneSide.SIDE);
        }

        if (!flag2 && flag1) {
            state = state.setValue(SOUTH, RedstoneSide.SIDE);
        }
        return state;
    }

    @Override
    public BlockState updateShape(BlockState state, Direction direction, BlockState state_2, LevelAccessor level, BlockPos pos, BlockPos pos_2) {
        if (direction == Direction.DOWN) {
            return state;
        } else if (direction == Direction.UP) {
            return this.getConnectionState(level, state, pos);
        } else {
            RedstoneSide redstoneside = this.getConnectingSide(level, pos, direction);
            return redstoneside.isConnected() == state.getValue(PROPERTY_BY_DIRECTION.get(direction)).isConnected() && !isCross(state) ? state.setValue(PROPERTY_BY_DIRECTION.get(direction), redstoneside) : this.getConnectionState(level, this.crossState.setValue(POWER_X, state.getValue(POWER_X)).setValue(POWER_Z, state.getValue(POWER_Z)).setValue(POWER_TYPE_X, state.getValue(POWER_TYPE_X)).setValue(POWER_TYPE_Z, state.getValue(POWER_TYPE_Z)).setValue(PROPERTY_BY_DIRECTION.get(direction), redstoneside), pos);
        }
    }

    @Override
    public void updateIndirectNeighbourShapes(BlockState p_55579_, LevelAccessor p_55580_, BlockPos p_55581_, int p_55582_, int p_55583_) {
        BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos();

        for(Direction direction : Direction.Plane.HORIZONTAL) {
            RedstoneSide redstoneside = p_55579_.getValue(PROPERTY_BY_DIRECTION.get(direction));
            if (redstoneside != RedstoneSide.NONE && !p_55580_.getBlockState(blockpos$mutableblockpos.setWithOffset(p_55581_, direction)).is(this)) {
                blockpos$mutableblockpos.move(Direction.DOWN);
                BlockState blockstate = p_55580_.getBlockState(blockpos$mutableblockpos);
                if (!blockstate.is(Blocks.OBSERVER)) {
                    BlockPos blockpos = blockpos$mutableblockpos.relative(direction.getOpposite());
                    BlockState blockstate1 = blockstate.updateShape(direction.getOpposite(), p_55580_.getBlockState(blockpos), p_55580_, blockpos$mutableblockpos, blockpos);
                    updateOrDestroy(blockstate, blockstate1, p_55580_, blockpos$mutableblockpos, p_55582_, p_55583_);
                }

                blockpos$mutableblockpos.setWithOffset(p_55581_, direction).move(Direction.UP);
                BlockState blockstate3 = p_55580_.getBlockState(blockpos$mutableblockpos);
                if (!blockstate3.is(Blocks.OBSERVER)) {
                    BlockPos blockpos1 = blockpos$mutableblockpos.relative(direction.getOpposite());
                    BlockState blockstate2 = blockstate3.updateShape(direction.getOpposite(), p_55580_.getBlockState(blockpos1), p_55580_, blockpos$mutableblockpos, blockpos1);
                    updateOrDestroy(blockstate3, blockstate2, p_55580_, blockpos$mutableblockpos, p_55582_, p_55583_);
                }
            }
        }
    }

    private boolean isCross(BlockState state) {
        return state.getValue(NORTH).isConnected() && state.getValue(SOUTH).isConnected() && state.getValue(EAST).isConnected() && state.getValue(WEST).isConnected();
    }

    private BlockState getMissingConnections(BlockGetter getter, BlockState state, BlockPos pos) {
        boolean flag = !getter.getBlockState(pos.above()).isRedstoneConductor(getter, pos);

        for(Direction direction : Direction.Plane.HORIZONTAL) {
            if (!state.getValue(PROPERTY_BY_DIRECTION.get(direction)).isConnected()) {
                RedstoneSide redstoneside = this.getConnectingSide(getter, pos, direction, flag);
                state = state.setValue(PROPERTY_BY_DIRECTION.get(direction), redstoneside);
            }
        }

        return state;
    }

    private RedstoneSide getConnectingSide(BlockGetter getter, BlockPos pos, Direction direction) {
        return this.getConnectingSide(getter, pos, direction, !getter.getBlockState(pos.above()).isRedstoneConductor(getter, pos));
    }

    private RedstoneSide getConnectingSide(BlockGetter getter, BlockPos pos, Direction direction, boolean isCovered) {
        BlockPos blockpos = pos.relative(direction);
        BlockState blockstate = getter.getBlockState(blockpos);
        if (isCovered) {
            boolean flag = this.canSurviveOn(getter, blockpos, blockstate);
            //if (flag && getter.getBlockState(blockpos.above()).canRedstoneConnectTo(getter, blockpos.above(), null)) {
            if (flag && canFiberConnectTo(getter,blockpos.above(),direction)) {
                if (blockstate.isFaceSturdy(getter, blockpos, direction.getOpposite())) {
                    return RedstoneSide.UP;
                }

                return RedstoneSide.SIDE;
            }
        }

        if (canFiberConnectTo(getter, blockpos, direction)) {
            return RedstoneSide.SIDE;
        } else {
            BlockPos blockPosBelow = blockpos.below();
            return getter.getBlockState(blockPosBelow).canRedstoneConnectTo(getter, blockPosBelow, null) ? RedstoneSide.SIDE : RedstoneSide.NONE;
        }
    }

    private boolean canFiberConnectTo(BlockState state, Direction direction) {
        if (state.is(FIBER_CABLE.get()))
        {
            return true;
        }
        else if (state.is(Blocks.REPEATER) || state.is(BLUESTONE_REPEATER.get()))
        {
            Direction facing = state.getValue(RepeaterBlock.FACING);
            return facing == direction || facing.getOpposite() == direction;
        }
        else if (state.is(Blocks.OBSERVER))
        {
            return direction == state.getValue(ObserverBlock.FACING);
        }
        else
        {
            return state.isSignalSource() && direction != null;
        }
    }

    private boolean canFiberConnectTo(BlockGetter getter, BlockPos pos, Direction direction) {
        return canFiberConnectTo(getter.getBlockState(pos), direction);
    }

    @Override
    public boolean canSurvive(BlockState getter, LevelReader reader, BlockPos pos) {
        BlockPos blockpos = pos.below();
        BlockState blockstate = reader.getBlockState(blockpos);
        return this.canSurviveOn(reader, blockpos, blockstate);
    }

    private boolean canSurviveOn(BlockGetter getter, BlockPos pos, BlockState state) {
        return state.isFaceSturdy(getter, pos, Direction.UP) || state.is(Blocks.HOPPER);
    }

    @Override
    public BlockState rotate(BlockState state, Rotation rotation) {
        switch(rotation) {
            case CLOCKWISE_180:
                return state.setValue(NORTH, state.getValue(SOUTH)).setValue(EAST, state.getValue(WEST)).setValue(SOUTH, state.getValue(NORTH)).setValue(WEST, state.getValue(EAST)).setValue(POWER_TYPE_X,state.getValue(POWER_TYPE_X).opposite()).setValue(POWER_TYPE_Z,state.getValue(POWER_TYPE_Z).opposite());
            case COUNTERCLOCKWISE_90:
                return state.setValue(NORTH, state.getValue(EAST)).setValue(EAST, state.getValue(SOUTH)).setValue(SOUTH, state.getValue(WEST)).setValue(WEST, state.getValue(NORTH)).setValue(POWER_TYPE_X,state.getValue(POWER_TYPE_Z).rotate(false)).setValue(POWER_TYPE_Z,state.getValue(POWER_TYPE_X).rotate(false));
            case CLOCKWISE_90:
                return state.setValue(NORTH, state.getValue(WEST)).setValue(EAST, state.getValue(NORTH)).setValue(SOUTH, state.getValue(EAST)).setValue(WEST, state.getValue(SOUTH)).setValue(POWER_TYPE_X,state.getValue(POWER_TYPE_Z).rotate(true)).setValue(POWER_TYPE_Z,state.getValue(POWER_TYPE_X).rotate(true));
            default:
                return state;
        }
    }

    @Override
    public BlockState mirror(BlockState state, Mirror mirror) {
        switch(mirror) {
            case LEFT_RIGHT:
                return state.setValue(NORTH, state.getValue(SOUTH)).setValue(SOUTH, state.getValue(NORTH)).setValue(POWER_TYPE_Z,state.getValue(POWER_TYPE_Z).opposite());
            case FRONT_BACK:
                return state.setValue(EAST, state.getValue(WEST)).setValue(WEST, state.getValue(EAST)).setValue(POWER_TYPE_X,state.getValue(POWER_TYPE_X).opposite());
            default:
                return super.mirror(state, mirror);
        }
    }




    /*************************************************************************************************************/

    public enum FiberPowerX implements StringRepresentable {
        NONE("none"),
        INPUT_WEST("input_west"),
        INPUT_EAST("input_east"),
        OUTPUT_WEST("output_west"),
        OUTPUT_EAST("output_east"),
        DELAY_WEST("delay_west"),
        DELAY_EAST("delay_east");
        private final String name;
        private FiberPowerX(String string) {
            this.name = string;
        }
        public String toString() {
            return this.getSerializedName();
        }

        public String getSerializedName() {
            return this.name;
        }

        public FiberPowerX opposite() {
            switch (this) {
                case INPUT_EAST:
                    return INPUT_WEST;
                case INPUT_WEST:
                    return INPUT_EAST;
                case OUTPUT_WEST:
                    return OUTPUT_EAST;
                case OUTPUT_EAST:
                    return OUTPUT_WEST;
                case DELAY_EAST:
                    return DELAY_WEST;
                case DELAY_WEST:
                    return DELAY_EAST;
                default:
                    return this;
            }
        }
        public FiberPowerZ rotate(boolean clockwise) {
            switch (this) {
                case INPUT_EAST:
                    return clockwise ? FiberPowerZ.INPUT_SOUTH : FiberPowerZ.INPUT_NORTH;
                case INPUT_WEST:
                    return clockwise ? FiberPowerZ.INPUT_NORTH : FiberPowerZ.INPUT_SOUTH;
                case OUTPUT_WEST:
                    return clockwise ? FiberPowerZ.OUTPUT_NORTH : FiberPowerZ.OUTPUT_SOUTH;
                case OUTPUT_EAST:
                    return clockwise ? FiberPowerZ.OUTPUT_SOUTH : FiberPowerZ.OUTPUT_NORTH;
                case DELAY_EAST:
                    return clockwise ? FiberPowerZ.DELAY_SOUTH : FiberPowerZ.DELAY_NORTH;
                case DELAY_WEST:
                    return clockwise ? FiberPowerZ.DELAY_NORTH : FiberPowerZ.DELAY_SOUTH;
                default:
                    return FiberPowerZ.NONE;
            }
        }
        public boolean IsPowered() {
            return this != NONE;
        }
    }
    public enum FiberPowerZ implements StringRepresentable {
        NONE("none"),
        INPUT_NORTH("input_north"),
        INPUT_SOUTH("input_south"),
        OUTPUT_NORTH("output_north"),
        OUTPUT_SOUTH("output_south"),
        DELAY_NORTH("delay_north"),
        DELAY_SOUTH("delay_south");
        private final String name;

        private FiberPowerZ(String string) {
            this.name = string;
        }

        public String toString() {
            return this.getSerializedName();
        }

        public String getSerializedName() {
            return this.name;
        }

        public FiberPowerZ opposite() {
            switch (this) {
                case INPUT_NORTH:
                    return INPUT_SOUTH;
                case INPUT_SOUTH:
                    return INPUT_NORTH;
                case OUTPUT_SOUTH:
                    return OUTPUT_NORTH;
                case OUTPUT_NORTH:
                    return OUTPUT_SOUTH;
                case DELAY_NORTH:
                    return DELAY_SOUTH;
                case DELAY_SOUTH:
                    return DELAY_NORTH;
                default:
                    return this;
            }
        }
        public FiberPowerX rotate(boolean clockwise) {
            switch (this) {
                case INPUT_NORTH:
                    return clockwise ? FiberPowerX.INPUT_EAST : FiberPowerX.INPUT_WEST;
                case INPUT_SOUTH:
                    return clockwise ? FiberPowerX.INPUT_WEST : FiberPowerX.INPUT_EAST;
                case OUTPUT_SOUTH:
                    return clockwise ? FiberPowerX.OUTPUT_WEST : FiberPowerX.OUTPUT_EAST;
                case OUTPUT_NORTH:
                    return clockwise ? FiberPowerX.OUTPUT_EAST : FiberPowerX.OUTPUT_WEST;
                case DELAY_NORTH:
                    return clockwise ? FiberPowerX.DELAY_EAST : FiberPowerX.DELAY_WEST;
                case DELAY_SOUTH:
                    return clockwise ? FiberPowerX.DELAY_WEST : FiberPowerX.DELAY_EAST;
                default:
                    return FiberPowerX.NONE;
            }
        }
        public boolean IsPowered() {
            return this != NONE;
        }
    }
}

Is it because I have too many possibilities in blockstate, or did I just do something wrong. I thought using a block entity would be more laggy than using blockstates. But if I'm wrong, that might be a quick solution.

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35 minutes ago, Luis_ST said:

post log, but yeah you have too many BlockStates,
Edit: with the number of BlockStates, it makes more sense to use one BlockEntity

But I was wandering if blocks that uses block entities would cause lag if you would use lots of them in your world. If I would have assumed that it doesn't, I would have used them in the first place.

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55 minutes ago, Migats21 said:

But I was wandering if blocks that uses block entities would cause lag if you would use lots of them in your world.

yeah they do but it depends on how many there are

56 minutes ago, Migats21 said:

If I would have assumed that it doesn't, I would have used them in the first place.

it is recommended to do the most things (if it's possible) with BlockStateProperties if it'S not possible ther is no other way than use a BlockEntity

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After finishing the whole code of the block and the blockentity I decided to test it on the extreme using a superflat of fiber cables. This clearly didn't push any limits. Even when I power one of them I barely dropped any frames. I even tried powering them with a repeater. If you didn't already know, there is a limited amount of updates in that could all happen in one chain before the game crashes. So it is a succes.

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If your TE isn't Tickable, then it's not going to take any CPU.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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12 hours ago, Draco18s said:

If your TE isn't Tickable, then it's not going to take any CPU.

Not because nothing occures you might mean. The fiber cable does not do anything when the power is not changed. And when it is changed, it only calls the input, the output and a delay point.

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That's no different than the CPU it takes to update a non-entity block.

My point is that tickable entities (even ones that do nothing in their tick method) take up CPU cycles every game tick, while non-ticking ones do not.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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On 2/13/2022 at 8:58 PM, Draco18s said:

That's no different than the CPU it takes to update a non-entity block.

My point is that tickable entities (even ones that do nothing in their tick method) take up CPU cycles every game tick, while non-ticking ones do not.

I know normal tile entities are tickable in default. I'm using a BlockEntity and the only methods inside are for getting the data and save and loading them. Every time the power get registered, it will check if there is no other value to override the value. The delay points are triggered by a scheduled tick, but unfortunately scheduled ticks only occure in the simulation distance. The cable is intended to load the chunks on it's pathway. Maybe that can cause lag.

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    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
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