Posted May 25, 201411 yr Is there supposed to be a new tile entity being created every time the BlockContainer block's metadata is updated? This is causing some annoying graphical issues with my custom-rendered block, which references the tile entity in order to know how it is supposed to be rendered. For a split second whenever the metadata is updated, the way it is rendered will revert to the default as if the saved variables aren't there. This is jarring, as the object can be rotated completely the wrong way. Is there some way to prevent this behavior or is there some other solution anyone knows of? I will note that the graphical issue only seems to be noticeable if the player is close to the block and only if they are looking at it from certain angles (looking downward seems to make it happen most easily).
May 25, 201411 yr I never had that probem before, so i don't know how to fix it. But it helps if you can post some code and maybe a video of what's going on so that we can have something to work from. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
May 25, 201411 yr Author Thank you, I'll try that. But what kind of issues are we talking about and how can I prevent them? It will still destroy the TE when the block is removed and all that normal stuff, right? What kind of gotchas are we talking about? Can I just check the instanceof of the oldBlock vs the newBlock, making sure both are still my custom block (and neither is null) and be okay if I return true in that case?
May 26, 201411 yr Author Alright, I'm using this: @Override public boolean shouldRefresh(Block oldBlock, Block newBlock, int oldMeta, int newMeta, World world, int x, int y, int z) { return oldBlock != newBlock || oldBlock != ModBlocks.redcrystal; } ... where ModBlocks.redcrystal is a static reference to the instance of the block class I'm using. It seems to be working fine. You don't see any problems with this implementation, right? (I'm just being extra cautious since I don't want to leave stranded tile entities around, taking up space or whatever they might do.)
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