Jump to content

[1.8] TileEntity & Blockstate problems


Kander16

Recommended Posts

Hi,

 

I have some problems with my TileEntity and changing the States of the block:

 

-- 1 --

I have a problem where my amount of ice (kind of fuel here) alternates between the actual value and a previous value.

I put several debug.console statements in my code to try to find where the previous value comes from.

But if I open the gui of the icemaker, the values in de console stops alternating. Then it will show the right values.

When It shows the right values, and you go out of the GUI, it will remain the right values.

 

-- 2 --

 

The block does not update to the active state when it is running. Its just the 'off' state of the block.

The block does not updates to another state when I put more ice inside of the block.

It should change the state, depending on how much Ice there's in the machine.

 

---------------

 

I don't know what I am doing wrong. I've searched for hours to find a solution, but nothing works.

 

I hope someone can help me.

 

Thanks.

 

Block class:

 

http://pastebin.com/JM2xFED7

 

TileEntity:

 

http://pastebin.com/rbzsYTLa

 

Console:

 

http://pastebin.com/RacE28G9

Creator of the Master Chef Mod and many more to come.

 

If I helped you, please click the 'thank you' button.

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • It wasnt mappings issue, I was reading fabric and not forge. Fabric has PlayerEntity while forge has Player. Through a mixin I was able to change the player's velocity so that there is a sort of slow-motion type movement. Only issue is that jumping seems to be handled separately. Changing that velocity only makes the jump lower, not slower. Unsure how to increase the duration in which a jump happens.   @Mixin(LivingEntity.class) public abstract class ExampleMixin extends Entity { public ExampleMixin(EntityType<?> type, World world) { super(type, world); } @Inject(method = "tickMovement", at = @At("HEAD")) private void onTickMovement(CallbackInfo ci) { // Access the player entity LivingEntity entity = (LivingEntity)(Object)this; // Modify player's acceleration by applying a force in the opposite direction double slowdownFactor = 0.75; // Adjust as needed entity.setVelocity(entity.getVelocity().multiply(1, slowdownFactor, 1)); } }  
    • Hi so i made a modded survival, and when i go to the page 13 of my JEI,  my game instant crash and give this error "The game crashed whilst rendering item Error", I don't know what to do i give you the crash report : https://pastebin.com/EhzYdEZg
    • You need to run build at least once before running the game for the first time in a dev environment. Make sure stuff's working *before* you start making changes to the mdk template
    • Greetings, people of the forge forums: I come to you in a time of need. While creating my silly block entity that is (in theory) supposed to point to a position within world space I've started to question how to actually implement it.   How would I get a tile entity element (or bone) to change its pitch/yaw/roll? While I do have prior experience with programming, I have no actual experience with the forge API except the things listed in its docs. Please correct me if I am in any way wrong.
    • Making my own screen by extending from net.minecraft.client.gui.screens.Screen and override render method. I am trying to make green square only to be visible when intersecting with red square. This is what I got so far: @Override public void render(PoseStack poseStack, int mx, int my, float partialTick) {     RenderSystem.enableDepthTest(); // Red square     GuiComponent.fill(pPoseStack, 32, 32, 64, 64, 0xFFFF0000);     RenderSystem.depthFunc(GlConst.GL_LEQUAL); // Green square     GuiComponent.fill(pPoseStack, mx-16, my-16, mx+16, my+16, 0xFF00FF00); } Thank you in advance.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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