Jump to content

[1.7.10] [Solved] Changing a block's texture?


Recommended Posts

I would like to know if it is possible to change a block's textures on each side from a tile entity. What I would like to do, if it's possible, is change the textures of the sides of some blocks around a tile entity when certain blocks are present. If that makes sense.

Link to comment
Share on other sites

Now that I read that, it makes no sense. ;) I have a tile entity. It checks if certain blocks are around it, sort of like a multi-block structure. If those blocks are there, how would I change the textures of multi-texture blocks?


Why I want to do do this is if there is a certain structure built by the player I want it to be connected textures, to look more complete.

Link to comment
Share on other sites

public void onNeighborBlockChange(World worldIn, BlockPos pos, IBlockState state, Block neighborBlock) {}


Oh ya, and did I mention I'm in 1.7.10 and don't have BlockPos or IBlockState. :) I know what method you mean, I'll use the 1.7 equivalent.


Edit: Wait, in the 1.7 equivalent, there is only World, x, y, z, and Block. No equivalent to IBlockState. What do I do?

Link to comment
Share on other sites

No need for what?


Here try this.

Don't use IBlockState, as there are no block states in 1.8 (I think)

Look at how wheat changes its textures, and make your block's texture change just like that, when a neighboring block changes

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


  • 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.