ElTotisPro50 Posted August 18, 2022 Share Posted August 18, 2022 So i have my block entity, that renders the item that the container has in the slot, but when i leave the world the item rendering doesnt show up, i have to "update" the block by opening the menu, and it is not very nice because every time you would have to update the block. I want that the rendering never disappears private void registerRenderers(final EntityRenderersEvent.RegisterRenderers event) { event.registerBlockEntityRenderer(ModBlockEntities.MYBLOCK_BLOCKENTITY.get(), MyBlockEntityRender::new); } public class MyBlockEntityRender implements BlockEntityRenderer<MyBlockBlockEntity> { private final BlockEntityRendererProvider.Context context; private final Minecraft mc = Minecraft.getInstance(); public MyBlockEntityRender(BlockEntityRendererProvider.Context context) { this.context = context; } @Override public void render(MyBlockBlockEntity blockEntity, float partialTicks, PoseStack stack,MultiBufferSource buffer, int combinedLightIn,int combinedOverlayIn) { final LocalPlayer player = mc.player; final ItemRenderer itemRenderer = mc.getItemRenderer(); if (blockEntity.getItemSlot0().getItem().equals(Items.AIR) || blockEntity.getItemSlot0().getItem().equals(ItemStack.EMPTY)) return; renderItem(blockEntity.getItemSlot0(), new double[]{0,1,0}, Vector3f.XP.rotationDegrees(0), 0.5f, stack,buffer, combinedLightIn, OverlayTexture.NO_OVERLAY); } public void renderItem(ItemStack item, double[] translation, Quaternion rotation, float scale, PoseStack stack, MultiBufferSource buffer, int combinedLightIn, int combinedOverlayIn) { final LocalPlayer player = mc.player; final ItemRenderer itemRenderer = mc.getItemRenderer(); stack.pushPose(); stack.translate(translation[0],translation[1],translation[2]); stack.mulPose(rotation); stack.scale(scale,scale,scale); itemRenderer.renderStatic(player, item, ItemTransforms.TransformType.FIXED, false, stack,buffer, mc.level, combinedLightIn,combinedOverlayIn, 0); stack.popPose(); } } I dont think is necessary to show all the other clases, both of this are the ones that controls the rendering Quote Link to comment Share on other sites More sharing options...
vemerion Posted August 18, 2022 Share Posted August 18, 2022 You need to synch the inventory of the blockEntity to the client! You can do it either with a custom packet, or by overriding relevant methods in your block entity (getUpdatePacket/onDataPacket/getUpdateTag/handleUpdateTag). Quote Link to comment Share on other sites More sharing options...
ElTotisPro50 Posted August 18, 2022 Author Share Posted August 18, 2022 (edited) 12 hours ago, vemerion said: You need to synch the inventory of the blockEntity to the client! You can do it either with a custom packet, or by overriding relevant methods in your block entity (getUpdatePacket/onDataPacket/getUpdateTag/handleUpdateTag). not working /*Synchronization to the client*/ @Nullable @Override public Packet<ClientGamePacketListener> getUpdatePacket() { return ClientboundBlockEntityDataPacket.create(this); } @Override public CompoundTag getUpdateTag() { CompoundTag tag = super.getUpdateTag(); return tag; } @Override public void onDataPacket(Connection net, ClientboundBlockEntityDataPacket pkt) { super.onDataPacket(net, pkt); } @Override public void handleUpdateTag(CompoundTag tag) { super.handleUpdateTag(tag); } A dude asked for something about fluids in his GUI, and he also needed to sync it to the client, "used the 4 same methods like me" Edited August 18, 2022 by ElTotisPro50 Quote Link to comment Share on other sites More sharing options...
warjort Posted August 18, 2022 Share Posted August 18, 2022 The inventory is only sent when you right click a block as part of showing the screen. If you want data to always be available you need to tell minecraft how to do this. BlockEntity already has some infrastructure for this, but its default logic does nothing - as will overriding the methods and just calling super() like you have. For reference look at something like BeaconBlockEntity which sends data to the client so it can for example draw the beam correctly. 1) getUpdatePacket() says how to create your network packet, by default this returns null so nothing happens. You need to change this to actually do something, e.g. the beacon does @Override public ClientboundBlockEntityDataPacket getUpdatePacket() { return ClientboundBlockEntityDataPacket.create(this); } 2) The above logic calls back to your getUpdateTag() to actually get the data. By default this just returns an empty CompundTag. The beacon changes it to use the same logic as the data saved to disk. @Override public CompoundTag getUpdateTag() { return this.saveWithoutMetadata(); } 3) When the data arrives on the client it will call onDataPacket() - the default behaviour for this is to call load() NOTE: After your block entity is initially loaded and sent to the client, additional packets will only be sent when the block is marked as "dirty". This is the same call that needs to be made to make sure your changed data is saved to disk. You can do this by either by calling setChanged on your BlockEntity or by calling Level.blockEntityChanged(). You can see BeaconMenu uses the second method in updateEffects(). Quote Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post. Link to comment Share on other sites More sharing options...
ElTotisPro50 Posted August 18, 2022 Author Share Posted August 18, 2022 20 minutes ago, warjort said: The inventory is only sent when you right click a block as part of showing the screen. If you want data to always be available you need to tell minecraft how to do this. BlockEntity already has some infrastructure for this, but its default logic does nothing - as will overriding the methods and just calling super() like you have. For reference look at something like BeaconBlockEntity which sends data to the client so it can for example draw the beam correctly. 1) getUpdatePacket() says how to create your network packet, by default this returns null so nothing happens. You need to change this to actually do something, e.g. the beacon does @Override public ClientboundBlockEntityDataPacket getUpdatePacket() { return ClientboundBlockEntityDataPacket.create(this); } 2) The above logic calls back to your getUpdateTag() to actually get the data. By default this just returns an empty CompundTag. The beacon changes it to use the same logic as the data saved to disk. @Override public CompoundTag getUpdateTag() { return this.saveWithoutMetadata(); } 3) When the data arrives on the client it will call onDataPacket() - the default behaviour for this is to call load() NOTE: After your block entity is initially loaded and sent to the client, additional packets will only be sent when the block is marked as "dirty". This is the same call that needs to be made to make sure your changed data is saved to disk. You can do this by either by calling setChanged on your BlockEntity or by calling Level.blockEntityChanged(). You can see BeaconMenu uses the second method in updateEffects(). It works now, thanks /*Synchronization to the client*/ @Nullable @Override public Packet<ClientGamePacketListener> getUpdatePacket() { return ClientboundBlockEntityDataPacket.create(this); } @Override public CompoundTag getUpdateTag() { return this.saveWithoutMetadata(); } @Override public void onDataPacket(Connection net, ClientboundBlockEntityDataPacket pkt) { super.onDataPacket(net, pkt); load(pkt.getTag()); } @Override public void handleUpdateTag(CompoundTag tag) { super.handleUpdateTag(tag); } Quote Link to comment Share on other sites More sharing options...
warjort Posted August 18, 2022 Share Posted August 18, 2022 11 minutes ago, ElTotisPro50 said: // This now calls load() twice, you don't need to override this method if you want it to use load() @Override public void onDataPacket(Connection net, ClientboundBlockEntityDataPacket pkt) { super.onDataPacket(net, pkt); load(pkt.getTag()); } // Overriding a method and just calling super() is redundant, you can remove this @Override public void handleUpdateTag(CompoundTag tag) { super.handleUpdateTag(tag); } Quote Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post. Link to comment Share on other sites More sharing options...
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