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[SOLVED][1.7.10] Detect Neighboring Block Name


Chasingu

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Hello all!

 

I am building a mod that contains a 3D model "multiblock". Basically, its a table. But as you add more tables, it changes what model gets rendered to make it look connected.

 

I know I am going to have to do something with onNeighborBlockChange() but when I do simple tests printing the block parameter, I'm getting what was there before I placed the block IE Air, not the block that was just added.

 

So my question is, how would I go about detecting all four sides for a specific block?

 

Thanks in advance.

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I may have not understood your answer then. If you are saying to use onNeighborBlockChange, when I tried doing my tests, it wouldn't show the block I had placed until I removed it.

 

For example, I had a table, and when I put a table next to it, the read out on the console said tile.block.air. It wasn't until I broke the table I put down that it returned, tile.block.table.

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package com.misccraft.mod.blocks;

import com.misccraft.mod.Misccraft;
import com.misccraft.mod.tileentity.TileEntityOfficeDesk;

import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class OfficeDesk extends BlockContainer {

private int side;

public OfficeDesk(Material material) {
	super(material);

	this.setHardness(1.0F);
	this.setResistance(5.0F); // To be changed
	this.setBlockBounds(0F, 0F, 0F, 1F, 0.8125F, 1F); // To be changed
	this.setCreativeTab(Misccraft.misccraftTab);
}

public int getRenderType() {
	return -1;
}

public boolean isOpaqueCube() {
	return false;
}

public boolean renderAsNormalBlock() {
	return false;
}

@Override
public TileEntity createNewTileEntity(World var1, int var2) {
	return new TileEntityOfficeDesk();
}

@Override
public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase entityplayer, ItemStack itemstack) {
	if(entityplayer == null) {
		return;
	}

	TileEntityOfficeDesk perf = (TileEntityOfficeDesk)world.getTileEntity(x,y,z);
	perf.direction = MathHelper.floor_double((double)((entityplayer.rotationYaw*4F)/360F) + 0.5D) & 3;
	perf.side = 2; // Static for testing
}

public void onNeighborBlockChange(World world, int x, int y, int z, Block block) {
	System.out.println(block.getLocalizedName()); // Test to check neighboring block.
}
}

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You said that onNeighborBlockChange is intended to work via re-checking your surroundings. I assumed this is done at the end of whatever you are processing.

 

I don't get how what I want to do is not possible. Chest's do the same thing I'm trying to do,  they detect a chest next to themselves, and alter their model accordingly. I'm new to the modding scene and not as experienced in Java as others, so when I look at the Chest/Fence/Pane source code, I see the code, but I don't understand what it is doing.

 

I guess what I am trying to say is, how would I go about detecting a CERTAIN block when its placed next to my block?

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