Jump to content

Recommended Posts

Posted

Hello, the title is pretty much self explanatory i have two classes one for the block and the other for my block entity, like mentioned in here (Forge docs).

My block class has the following method

    @Nullable
    @Override
    public <T extends BlockEntity> BlockEntityTicker<T> getTicker(Level level, BlockState state, BlockEntityType<T> type) {
        return type == TileInit.RITUAL_BLOCK_TILE.get() ? TileRitualBlock::tick : null;
    }

And my block entity

    public static <T> void tick(Level level, BlockPos pos, BlockState state, T blockEntity) {
        int i = 0, k = 0;
        if(i >= 60){
            Log.getLogger().info(level.isClientSide ? "Client Says " : "Server Says " + Integer.toString(k++));
            i = 0;
        }
        i++;
    }

The getTicker is correctly referencing my static tick method inside my block entity as far as i know but i can't understand why this is not working, the code is exactly the same as in forge docs. 

Thanks in advance

Posted
16 hours ago, diesieben07 said:

Is getTicker called? Does it return the correct thing? Check with the debugger.

Good evening, sorry for the delay but thanks to your comment i was able to confirm that the method getTicker is returning the correct thing which is my TileRitualBlock::tick.

However the problem still persists, I am assuming it's because of the Generics of my tick method but im not sure. Also i found a solution for this using a lambda expression rather than the method reference but i really don't know why it does not work with the method reference. 

Posted
12 hours ago, diesieben07 said:

The two should really be equivalent.

I found the problem and actually it was totally my fault, the tick method has been working the entire time but because it was static and i was declaring the variables inside of it, my if statement was always false.

int i = 0, k = 0;
if(i >= 60){
	Log.getLogger().info(level.isClientSide ? "Client Says " : "Server Says " + Integer.toString(k++));
	i = 0;
}
i++;

That's why i wasn't getting any output from the Logger.

I do apologize for the inconvenience as this was due to my lack of attention and improper testing on my behalf.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • But what could be the issue with that? Maybe the confiq file?  
    • There is an issue with legendarysurvivaloverhaul
    • I am playing on a nitrado server with friends and everytime i try to join i am getting the same crash.log Does somebody understand what the problem here could be?  Crash Log
    • I see. I'm sure I tried again with a lower case word, a few times. I ended up doing the same thing as pixxy in the end. Is this beyond the scope of the admins to fix? Are they already aware of it, or should I use 'contact us' to post a ticket?
    • I’m working on a Manta Ray entity in MCreator using GeckoLib animations, and my goal is to have a looping (flip) animation that ends at −360°, then transitions seamlessly into a swim animation starting at 0°. However, every method I’ve tried—like quickly interpolating the angle, inserting a brief keyframe at 0°, or using a micro “bridge” animation—still causes a visible “flash” https://imgur.com/a/5ucjUb9 or "jump" when the rotation resets. I want a perfectly smooth motion from the flip’s final rotation to the swim’s initial rotation. If anyone has solved this in MCreator/GeckoLib, or found a better trick for handling the −360° →0° gap without a snap, I’d appreciate some advice ! P.S.- I cannot set swim to start at -360 because I would have the same issue but in reverse. Here's the custom LoopingAnimationGoal :   class LoopingAnimationGoal extends Goal { private final MantaRayEntity entity; private final int cooldownTime; private int animationTimer; private int cooldownTimer; // New boolean to prevent double calls private boolean isLoopingActive = false; public LoopingAnimationGoal(MantaRayEntity entity, int cooldownTime) { this.entity = entity; this.cooldownTime = cooldownTime; this.animationTimer = 0; this.cooldownTimer = 0; this.setFlags(EnumSet.of(Flag.MOVE, Flag.LOOK)); } @Override public boolean canUse() { System.out.println("[DEBUG] LoopingGoal canUse => cooldownTimer=" + cooldownTimer); if (cooldownTimer > 0) { cooldownTimer--; return false; } BlockPos entityPos = entity.blockPosition(); boolean canUse = entity.isWaterAbove(entityPos, 4); System.out.println("[DEBUG] LoopingGoal canUse => WATER " + (canUse ? "DETECTED" : "NOT DETECTED") + " at " + entityPos + ", returning " + canUse); return canUse; } @Override public void start() { entity.setAnimation("looping"); animationTimer = 63; isLoopingActive = true; System.out.println("[DEBUG] Looping animation STARTED. Timer=" + animationTimer + ", gameTime=" + entity.level().getGameTime()); } @Override public boolean canContinueToUse() { System.out.println("[DEBUG] LoopingGoal canContinueToUse => animationTimer=" + animationTimer); return animationTimer > 0; } @Override public void tick() { animationTimer--; System.out.println("[DEBUG] LoopingGoal TICK => animationTimer=" + animationTimer); // We stop ONLY if we are still looping if (animationTimer <= 0 && isLoopingActive) { System.out.println("[DEBUG] condition => animationTimer <= 0 && isLoopingActive"); stop(); } } @Override public void stop() { // Check if already stopped if (!isLoopingActive) { System.out.println("[DEBUG] stop() called again, but isLoopingActive = false. Doing nothing."); return; } System.out.println("[DEBUG] Looping STOP at tick=" + entity.level().getGameTime() + ", last known rotation=" + entity.getXRot() + "/" + entity.getYRot() + ", animationTimer=" + animationTimer); // Immediately switch to "swim" entity.setAnimation("swim"); // Reset cooldown cooldownTimer = cooldownTime; // Disable looping to prevent a second stop isLoopingActive = false; System.out.println("[DEBUG] Looping STOP => setAnimation('swim'), cooldownTimer=" + cooldownTimer); } }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.