Jump to content

Recommended Posts

Posted

Ok so I have a metadata block that works fine. But whenever I take the block out of the creative inventory and place it down, it just puts the block with metadata 0 there. But if I use setback, it works fine? What am I doing wrong?

 

Block with metadata

 

package com.apmods.upgrades.blocks;

import java.util.List;

import com.apmods.upgrades.main.SuperUpgrades;

import net.minecraft.block.Block;
import net.minecraft.block.BlockWall;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.init.Blocks;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.IIcon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class BlockSuperWall extends BlockWall
{
    public static final String[] field_150092_a = new String[] {"wood", "cobble", "stone", "iron", "lapisRedstone", "gold", "diamond", "darkDiamond", "emerald", "blackDiamond", "spikedDiamond", "lavaDiamond", "plasma"};
    private static final String __OBFID = "CL_00000331";
    @SideOnly(Side.CLIENT)
    public static IIcon[] icons;

    public BlockSuperWall(String name, Block b, float hardness, float res)
    {
        super(b);
        this.setHardness(hardness);
        this.setResistance(res / 3.0F);
        this.setStepSound(b.stepSound);
        this.setCreativeTab(CreativeTabs.tabBlock);
        this.setBlockName(name);

    }
        

    /**
     * Gets the block's texture. Args: side, meta
     */
    @SideOnly(Side.CLIENT)
    public IIcon getIcon(int side, int damage)
    {
    	switch(damage){
    	case 0:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    	case 1:
    		return Blocks.cobblestone.getBlockTextureFromSide(side);
    		
    	case 2:
    		return Blocks.stonebrick.getBlockTextureFromSide(side);
    		
    	case 3:
    		return Blocks.iron_block.getBlockTextureFromSide(side);
    		
    	case 4:
    		return Blocks.redstone_block.getBlockTextureFromSide(side);
    		
    	case 5:
    		return Blocks.gold_block.getBlockTextureFromSide(side);
    		
    	case 6:
    		return Blocks.diamond_block.getBlockTextureFromSide(side);
    		
    	case 7:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    	case 8:
    		return Blocks.emerald_block.getBlockTextureFromSide(side);
    		
    	case 9:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    	case 10:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    	default:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    			
    	}
    }

    /**
     * The type of render function that is called for this block
     */
    public int getRenderType()
    {
        return 32;
    }

    /**
     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
     */
    public boolean renderAsNormalBlock()
    {
        return false;
    }

    public boolean getBlocksMovement(IBlockAccess p_149655_1_, int p_149655_2_, int p_149655_3_, int p_149655_4_)
    {
        return false;
    }

    /**
     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
     */
    public boolean isOpaqueCube()
    {
        return false;
    }

    /**
     * Updates the blocks bounds based on its current state. Args: world, x, y, z
     */
    public void setBlockBoundsBasedOnState(IBlockAccess p_149719_1_, int p_149719_2_, int p_149719_3_, int p_149719_4_)
    {
        boolean flag = this.canConnectWallTo(p_149719_1_, p_149719_2_, p_149719_3_, p_149719_4_ - 1);
        boolean flag1 = this.canConnectWallTo(p_149719_1_, p_149719_2_, p_149719_3_, p_149719_4_ + 1);
        boolean flag2 = this.canConnectWallTo(p_149719_1_, p_149719_2_ - 1, p_149719_3_, p_149719_4_);
        boolean flag3 = this.canConnectWallTo(p_149719_1_, p_149719_2_ + 1, p_149719_3_, p_149719_4_);
        float f = 0.25F;
        float f1 = 0.75F;
        float f2 = 0.25F;
        float f3 = 0.75F;
        float f4 = 1.0F;

        if (flag)
        {
            f2 = 0.0F;
        }

        if (flag1)
        {
            f3 = 1.0F;
        }

        if (flag2)
        {
            f = 0.0F;
        }

        if (flag3)
        {
            f1 = 1.0F;
        }

        if (flag && flag1 && !flag2 && !flag3)
        {
            f4 = 0.8125F;
            f = 0.3125F;
            f1 = 0.6875F;
        }
        else if (!flag && !flag1 && flag2 && flag3)
        {
            f4 = 0.8125F;
            f2 = 0.3125F;
            f3 = 0.6875F;
        }

        this.setBlockBounds(f, 0.0F, f2, f1, f4, f3);
    }

    /**
     * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
     * cleared to be reused)
     */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World p_149668_1_, int p_149668_2_, int p_149668_3_, int p_149668_4_)
    {
        this.setBlockBoundsBasedOnState(p_149668_1_, p_149668_2_, p_149668_3_, p_149668_4_);
        this.maxY = 1.5D;
        return super.getCollisionBoundingBoxFromPool(p_149668_1_, p_149668_2_, p_149668_3_, p_149668_4_);
    }

    /**
     * Return whether an adjacent block can connect to a wall.
     */
    public boolean canConnectWallTo(IBlockAccess p_150091_1_, int p_150091_2_, int p_150091_3_, int p_150091_4_)
    {
        Block block = p_150091_1_.getBlock(p_150091_2_, p_150091_3_, p_150091_4_);
        return block != this && block != Blocks.fence_gate ? (block.getMaterial().isOpaque() && block.renderAsNormalBlock() ? block.getMaterial() != Material.gourd : false) : true;
    }

    /**
     * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
     */
    @SideOnly(Side.CLIENT)
    public void getSubBlocks(Item p_149666_1_, CreativeTabs p_149666_2_, List p_149666_3_)
    {
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 0));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 1));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 2));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 3));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 4));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 5));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 6));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 7));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, );
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 9));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 10));
    }

    /**
     * Determines the damage on the item the block drops. Used in cloth and wood.
     */
    public int damageDropped(int p_149692_1_)
    {
        return p_149692_1_;
    }

    /**
     * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
     * coordinates.  Args: blockAccess, x, y, z, side
     */
    @SideOnly(Side.CLIENT)
    public boolean shouldSideBeRendered(IBlockAccess p_149646_1_, int p_149646_2_, int p_149646_3_, int p_149646_4_, int p_149646_5_)
    {
        return p_149646_5_ == 0 ? super.shouldSideBeRendered(p_149646_1_, p_149646_2_, p_149646_3_, p_149646_4_, p_149646_5_) : true;
    }

    @SideOnly(Side.CLIENT)
    public void registerBlockIcons(IIconRegister p_149651_1_) {
    }
}

 

 

Registry:

 

public static Block wall;
public static void init(){
	wall = new BlockSuperWall("superwall", Blocks.iron_block, 3f, 5f);
	GameRegistry.registerBlock(wall, "superwall");
        for(int i = 1; i < BlockSuperWall.field_150092_a.length; i++){
        	GameRegistry.registerCustomItemStack("superwall" + BlockSuperWall.field_150092_a[i], new ItemStack(wall, 1, i));;
        }
}

 

 

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

Posted

You need a custom ItemBlock for metadata blocks.

Do you know a tutorial for that?

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

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

    • If you’ve lost crypto to a scam, don’t let shame or fear keep you silent. There are real experts out there who know how to fight back. Dexdert Net Recovery did the impossible for me, and they can do it for others too. Contact Dexdet Net Recovery For Help Visa Information Below:    
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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