Jump to content

setBlockBounds based on meta/damage?


Satscape

Recommended Posts

Hi guys, Currently having a go at converting my mod from modloader to Forge, at the same time I would like to change things over to use one BlockId instead of the current 6. All gone well so far, textures working, blocks rendering fine, just one thing I need to do, and I can't figure it out.

 

One of the 6 blocks is post-shaped instead of a regular block, so I used:

public void setBlockBoundsForItemRender()
    {
		setBlockBounds(0.4f,0.0f,0.4f,  0.6f,0.9f,0.6f);  //post shaped
    }

 

So, is there any way I can do that ONLY if the meta/damage value of the block is ==5

Doesn't Redpower do something like this to have all those building blocks/half blocks etc?

 

As a follow up question, in NEI mod, hovering over the blocks, redpower has stuff like 2345:4096 is that Block ID 2345, meta 4096 ? If so how do I use block IDs above 255 and in a tutorial, I read you can only have meta values up to 16.

Link to comment
Share on other sites

Well I kind off disagree on this, *especially* if you have a lot of mods installed you are bound to get block id conflicts, so it is indeed very nice if devs try to conserve ids through smart use of metadata. Consider how quickly you might run out of ids if mods like redpower didn't use metadata. Further more it is easier to fix block id conflicts if a mod just uses a few instead of a ton.

 

Now for a beginning mod it isn't super necessary, especially if your mod doesn't have too many different objects, though it definitely is always a nice bonus.

 

As to the original question, if you can't figure out what the metadata is you could just group your other 5 blocks and leave the one with the different bounding box as a separate id. Still brings the total count down to 2 from 6.

Link to comment
Share on other sites

Well, how are you changing it's metadata anyway?

 

I mean, right after you do that you can call

world.markBlockNeedsUpdate ( x, y, z);

 

that'd update the block's texture. This is for when the block has been placed into the world, tho.

 

 

Also:

if( metadata == 5 )
   setBlockBounds(0.4f,0.0f,0.4f,  0.6f,0.9f,0.6f);
else 
   setBlockBounds(0f,0f,0f,  1f,1f,1f); // example

 

Link to comment
Share on other sites

Well, how are you changing it's metadata anyway?

 

I mean, right after you do that you can call

world.markBlockNeedsUpdate ( x, y, z);

 

that'd update the block's texture. This is for when the block has been placed into the world, tho.

 

 

Also:

if( metadata == 5 )
   setBlockBounds(0.4f,0.0f,0.4f,  0.6f,0.9f,0.6f);
else 
   setBlockBounds(0f,0f,0f,  1f,1f,1f); // example

 

So where do you get the metadata from?

Link to comment
Share on other sites

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

    • What's the issue your running into? The link for the image you posted is also broken.
    • What does NetworkHooks.openScreen(player, blockEntity, pPos) do?
    • At an attempt at answering my first question I thought I might be able to change the code to this public static final RegistryObject<StatType<?>> FIREWORK_BOOSTS_USED = STATISTICS.register("firework_boosts_used", () -> new StatType<>(ForgeRegistries.STAT_TYPES, Component.literal("firework_boosts"))); or to this public static final RegistryObject<StatType<?>> FIREWORK_BOOSTS_USED = STATISTICS.register("firework_boosts_used", () -> new StatType<>(BuiltInRegistries.STAT_TYPE, Component.literal("firework_boosts"))); but for the first code snippet the StatType constructor requires a Registry not an IForgeRegistry and for the second code snippet we run into the same NPE issue from above.
    • Hi guys,   I'm using Crafty installed on CasaOS and i want to create a BetterMC4 Server. Unfortunatly i got an error message. This error only appear when using my "online" server because when i create a singleplayer adventure, everythings works just fine. https://github.com/OwNuT/Errors/issues/1   Thank you !
    • I am attempting to create a mod that adds custom statistics to Minecraft. I've had some help from LexManos on the Discord server, but posting a lot of what I posted in the #mod-dev-support-1.20 channel here to have a more permanent spot for discussion.   ---   Minecraft creates their stats like this: and some of the registries in the code above are located in BuiltInRegistries.java like this: and the ForgeRegistries#STAT_TYPES looks like this: So, attempting to follow that and the forge documentation on registries I arrived at this: Clearly, registering a stat twice in a row is the wrong way to do it, but the makeRegistryStatType function was used as it does give the correct return type for the code I had come up with so far.   ---   At this point the game crashes upon trying to use Player#awardStat, because of a NPE that occurs in Stat#locationToKey. Which happens in the 2nd Stat#locationToKey in the Stat#buildName function. The .getRegistry returns the this.registry class variable with a value of {MappedRegistry@#####} "Registry[ResourceKey[minecraft:root / minecraft:custom_stat] (Stable)]" The value passed into .getKey is "samplemod:fireworks_boosts_used" but the reference found is null. So Lex's conclusion was that "[I'm] passing in null because the registry doesnt have an entry for your custom stat instance. So.. register your custom stat instance in that registry."   ---   So I suppose at this point my questions are 1. How can I create a supplier that returns a Supplier<? extends StatType<?>> to replace the () -> makeRegistryStatType("firework_boosts_used", BuiltInRegistries.CUSTOM_STAT) line of code. 2. Is my registry entry public static final RegistryObject<StatType<?>> FIREWORK_BOOSTS_USED the correct type? 3. Do I need to do anything additional, like create my own StatType<> or my own Stat<> ?
  • Topics

×
×
  • Create New...

Important Information

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