How to set texture for dynamically registered blocks from already existing blocks [1.18.2]
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By Kanara Veluna · Posted
They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. -
By el goblino · Posted
i tried downloading the drivers but it says no AMD graphics hardware has been detected   -
By TileEntity · Posted
Update your AMD/ATI drivers - get the drivers from their website - do not update via system  -
By el goblino · Posted
As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9 -
Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this : The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) : The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :  Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :  @Override   public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {     if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {       BlockPos blockPos = pContext.getClickedPos();       BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));       if (secondBlockPos != null) {         createFrozenBlock(pContext, secondBlockPos);       }       createFrozenBlock(pContext, blockPos);       return InteractionResult.SUCCESS;     }     return super.useOn(pContext);   }   public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {     BlockState oldState = pContext.getLevel().getBlockState(blockPos);     BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;     CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;     if (oldBlockEntity != null) {       pContext.getLevel().removeBlockEntity(blockPos);     }     BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);     pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);   }   public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {     BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();     ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);     return FrozenBlock;   } Â
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