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How to make a multiple tile-entity block


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Hello, and sorry if my title or the text that is to follow is a little bit confusing.

I'm trying to make a block, that when placed will automatically take up the two blocks it's placed in (Much like a door), however no matter what I try, I can't get it to work.  I'm wondering if there is any tutorial for this kind of thing, but if there isn't I'll quickly explain how I'm going about it right now.


I have created two models (for the top half and the bottom half) of the object, and I have verified that these models both work in game.  I currently have it set up so that when the renderer is called to render the block, it attempts to retrieve a piece of data from the block, and then decides what model to use based off of that.


public class RenderElevatorCar extends TileEntitySpecialRenderer{

private static final ResourceLocation texture = new ResourceLocation(ArkMod.MODID + ":textures/model/ElevatorCar.png");

public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {
	//Get the entity
	ElevatorCarEntity entity = (ElevatorCarEntity) tileentity;
	//Get the model this entity uses
	TileEntityModel model = ElevatorCarEntity.carModel[entity.model];



		GL11.glTranslatef((float)x + 0.5F, (float)y + 1.5F, (float)z + 0.5F);
		GL11.glRotatef(180, 0F, 0F, 1F);







The problem I seem to be having here is that I can not figure out how to store data in the Tile Entity.  When I set


anywhere, it simply does not show up when it comes time to render that block. (For all I know this might be a really bad way of going about this, and if it is, I'd greatly appreciate to know).  I have tried to use NBT tags, but to no avail (I haven't been able to find a good tutorial for it, and the ones I was able to follow ended up not working).

I have been trying to get this working for many hours, and I am fresh out of ideas.  Any help and/or criticism would be greatly appreciated.  Thanks in advance,

- Nicholas

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Hi.  I think you're probably not properly syncing client and server.  I'm not sure how much you know about this, but many classes, including TileEntity, run on both client and server side.  However, often the logic to change a field only happens on one side (for example user input only comes in on client, and placing blocks only occurs on server side) so you need to ensure that the data is sync'ed between the instance on each side.


The NBT on its own is primarily about saving and loading data.  This does not by itself ensure that client and server is sync'ed.  Instead you often have to send a description packet containing that NBT back and forth.


For good tutorial check out: http://www.minecraftforge.net/wiki/Tile_Entities


Hope that helps.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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A different way of doing it is making one model for the entire thing that is two blocks high(or how ever high you want it) then having a block render that model.


So then you have a block rendering a model two blocks tall, to solve that have the block that is rendering the model place a block on top of its self when it is placed that is empty no texture or anything. Then just check using the onBlockDeystroyedByPlayer () to see if the top block is broken then delete the bottom block and to check when the bottom block is broken delete the top block.


That should give you a two high block with a model, if that made sense.


Also just give the bottom block the TileEntity not the top.

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