Jump to content

Recommended Posts

Posted

How can I use an IBlockState and World.setBlockState to set a block to my custom block? Using Block.getDefaultBlockState doesn't work.

The proud(ish) developer of Ancients

Posted

all you have to do is put your model(json file if you dont have it as json use mr.crayfish model maker http://mrcrayfish.com/demo/modelcreator/) in models folder. then make sure the corespawning blockstate variables match up with the models. this should do the trick but having multiple models can be tricky though.

 

*if just one rendering*{this is should be the blockstate}

{
    "variants": {
        "normal": {"model": "modid:blockmodel"}
    }
}

*for more than one rendering

{
    "variants": {
       "on=true": {"model": "modid:blockmodel"},
       "on=flase": {"model": "modid:blockmodel2"}
    }
}

Creator Of KieraCraft

Posted

Currently, I'm making an IWorldGenerator that will spawn a structure. I need some way to set the blocks to my block. I thought maybe using World.setBlockState would help but it might not do what I think it does. Can I use setBlockState to set the blocks or do I use another method?

The proud(ish) developer of Ancients

Posted

BlockPos position = new BlockPos(x, y, z);

world.setBlockState(position, ClassThatCreatesInstanceOfBlock.yourBlock.getDefaultState());

 

there is an optional 3rd parameter called flags, but I didn't look into it enough to see what it did.

- Just because things are the way they are doesn't mean they can't be the way you want them to be. Unless they're aspen trees. You can tell they're aspens 'cause the way they are.

Posted

@AnZaNaMa that's almost exactly what I did, though it didn't set the block to what I wanted:

BlockPos block = new BlockPos(x,0,z);

block = world.getTopSolidOrLiquidBlock(block);

System.out.println("Top Block is:"+block.getY());

IBlockState state = Ancients.invincible.getDefaultState();

world.setBlockState(block, state);

 

'Ancients.invincible' being my block.

 

FYI:This code was meant to be used in an IWorldGenerator(Which is why I'm getting the top block)

The proud(ish) developer of Ancients

Posted

I found something odd, the blocks are being spawned, just not in the right place. For whatever reason they spawn in the same few chunks. I have no idea why, here's my spawning code:

int x = (chunkX*16)+RNG.nextInt(14);
int z = (chunkX*16)+RNG.nextInt(14);

System.out.println("Spawning at:"+ x+":"+z);

BlockPos block = new BlockPos(x,0,z);

block = world.getTopSolidOrLiquidBlock(block);

System.out.println("Top Block is:"+block.getY());

IBlockState state = Ancients.invincible.getDefaultState();

System.out.println(state);

world.setBlockState(block, state);


 

EDIT:It appears that my blocks are spawning in a diagonal, from what I assume is chunk '0,0'. I have never seen this happen before with my genning code (I used it in 1.7.2 and it worked fine).

The proud(ish) developer of Ancients

Posted

Wow I didn't even realize that I put chunkX twice...I don't have my computer here right now but I will change that later, thanks.

The proud(ish) developer of Ancients

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

    • Betafort Recovery has emerged as a prominent figure in the realm of cryptocurrency recovery, gaining a reputation for their exceptional ability to retrieve lost Bitcoin (BTC) and other cryptocurrencies. Their expertise and track record have made them a beacon of hope for individuals facing the distressing situation of lost or inaccessible crypto assets.  
    • When you name a method like that, with no return value, it is a constructor. The constructor must have the same name as the class it constructs, in this case, ModItems. I would strongly advise reading up on some basic Java tutorials, because you will definitely be running into a lot more issues as you go along without the basics. *I should also add that the Forge documentation is a reference, not a tutorial. Even following tutorials, you should know Java basics, otherwise the smallest of mistakes will trip you up as you copy someone elses code.
    • so, I'm starting modding and I'm following the official documantation for forge: https://docs.minecraftforge.net, but in the registries part it is not working as it is in the docs:   public class ModItems { private static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, DarkStarvation.MOD_ID); public static final RegistryObject<Item> TEST_ITEM = ITEMS.register("test_item", () -> new Item(new Item.Properties())); public DarkStarvation(FMLJavaModLoadingContext context) { ITEMS.register(context.getModEventBus()); } } in 'public DarkStarvation(...' the DarkStarvation has this error: Invalid method declaration; return type required and the getModEventBus(): Cannot resolve method 'getModEventBus' in 'FMLJavaModLoadingContext' please help, I asked gpt but it is saying that I'm using an old method, but I'm following the latest version of Forge Docs???
    • I merged your second post with the original , there is no need to post a new thread asking for an answer. If someone sees your post and can help, they will reply. If you are seeking a quicker response, you could try asking in the Minecraft Forge diacord.
    • Create a new instance and start with cobblemon - if this works, add the rest of your mods in groups   Maybe another mod is conflicting - like Sodium/Iris or Radical Cobblemon Trainers
  • Topics

×
×
  • Create New...

Important Information

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