Posted November 5, 201311 yr So I've copied the Furnace's and Workbench's code for facing the right way, but in the inventory, it doesn't have the texture on front. It also rarely faces the right way when I place it. BlockTinkerWorkshop: package net.gloriarpg.block; import java.util.Random; import net.gloriarpg.GloriaRPG; import net.gloriarpg.Reference; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.Icon; import net.minecraft.world.World; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class BlockTinkerWorkshop extends Block { @SideOnly(Side.CLIENT) private Icon textureIconTop; @SideOnly(Side.CLIENT) private Icon textureIconFront; public BlockTinkerWorkshop(int id, String name) { super(id, Material.wood); this.setUnlocalizedName(name); this.setTextureName(name); this.setHardness(Block.planks.blockHardness); this.setResistance(Block.planks.blockResistance); } @Override public void onBlockAdded(World world, int par2, int par3, int par4) { super.onBlockAdded(world, par2, par3, par4); this.setDefaultDirection(world, par2, par3, par4); } private void setDefaultDirection(World par1World, int par2, int par3, int par4) { if (!par1World.isRemote) { int l = par1World.getBlockId(par2, par3, par4 - 1); int i1 = par1World.getBlockId(par2, par3, par4 + 1); int j1 = par1World.getBlockId(par2 - 1, par3, par4); int k1 = par1World.getBlockId(par2 + 1, par3, par4); byte b0 = 3; if (Block.opaqueCubeLookup[l] && !Block.opaqueCubeLookup[i1]) { b0 = 3; } if (Block.opaqueCubeLookup[i1] && !Block.opaqueCubeLookup[l]) { b0 = 2; } if (Block.opaqueCubeLookup[j1] && !Block.opaqueCubeLookup[k1]) { b0 = 5; } if (Block.opaqueCubeLookup[k1] && !Block.opaqueCubeLookup[j1]) { b0 = 4; } par1World.setBlockMetadataWithNotify(par2, par3, par4, b0, 2); } } @SideOnly(Side.CLIENT) public Icon getIcon(int par1, int par2) { return par1 == 1 ? this.textureIconTop : (par1 == 0 ? this.textureIconTop : (par1 != par2 ? this.blockIcon : this.textureIconFront)); } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister iconRegister) { this.blockIcon = iconRegister.registerIcon(Reference.TEXTURE_START + this.getTextureName() + "_side"); this.textureIconFront = iconRegister.registerIcon(Reference.TEXTURE_START + this.getTextureName() + "_front"); this.textureIconTop = iconRegister.registerIcon(Reference.TEXTURE_START + this.getTextureName() + "_bt"); } @Override public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int par6, float par7, float par8, float par9) { if (world.isRemote) { return false; } else { if (!player.isSneaking()) { player.openGui(GloriaRPG.instance, 1, world, x, y, z); return true; } } return false; } } Kain
November 5, 201311 yr TheGreyGhost helped me with the exact issue for my lanterns mod. You need this to have the block face you: public void onBlockPlacedBy(World par1World, int x, int y, int z, EntityLivingBase par5EntityLivingBase, ItemStack par6ItemStack) { int whichDirectionFacing = MathHelper.floor_double((double)(par5EntityLivingBase.rotationYaw * 4.0F / 360.0F) + 2.5D) & 3; par1World.setBlockMetadataWithNotify(x, y, z, whichDirectionFacing, 2); } but you also need to get icons for the sides @SideOnly(Side.CLIENT) @Override public Icon getIcon(int side, int metadata){ if (side == 1) return this.topIcon; else if (side == 0) return this.topIcon; else if (metadata == 2 && side == 2) return this.faceIcon; else if (metadata == 3 && side == 5) return this.faceIcon; else if (metadata == 0 && side == 3) return this.faceIcon; else if (metadata == 1 && side == 4) return this.faceIcon; else return this.blockIcon; } and remember before that to call and register them: @SideOnly(Side.CLIENT) private Icon topIcon; @SideOnly(Side.CLIENT) private Icon faceIcon; @SideOnly(Side.CLIENT) private Icon blockIcon; @Override public void registerIcons(IconRegister register){ topIcon = register.registerIcon(BlockIds.TEXTURE_LOCATION + ":" + BlockIds.CREEPERTOP); faceIcon = register.registerIcon(BlockIds.TEXTURE_LOCATION + ":" + BlockIds.CREEPERFRONT); blockIcon = register.registerIcon(BlockIds.TEXTURE_LOCATION + ":" + BlockIds.CREEPERSIDE); } I use a separate class for my reference stuff like Ids and icons so if that's confusing you I can explain more about my BlockIds class. Good luck.
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