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Posted

Hi

 

As a matter of good code design I think your block should ask your TileEntity for the IBlockState value.  It shouldn't try to retrieve the NBT information and then parse out what it needs itself.

 

Apart from that your approach seems roughly right.  If it's not working, trying putting some breakpoints or System.out.println in the various methods.

 

-TGG

 

 

Posted

Hi

 

As a matter of good code design I think your block should ask your TileEntity for the IBlockState value.  It shouldn't try to retrieve the NBT information and then parse out what it needs itself.

 

I appreciate the tip.  You're completely right and that would make the code easier to follow.

 

I will try setting a few breakpoints and find out what's going on.

Posted

Still nothing.  Maybe it will help if I explain what I'm trying to do.

 

I want a block that can mimic the look of another block.  For example, I would mimic the look of stone, place it down, then mimic the look of grass, and place it next to the 'stone' block.  Both would keep their original texture.

 

I have found that this bit of code,

public static int getTileStateId(TileEntity tile_entity){
return tile_entity.getTileData().getInteger("stateId");
}

always returns 0 which is telling me that the tile doesn't have any data.

 

tile_entity is found using blockPos.

Posted

TileEntity#getTileData

isn't meant to be used for your own

TileEntities

, it's meant to be used with

TileEntities

from vanilla or other mods. It returns an NBT tag completely separate from the NBT you read from/write to in

TileEntity#readFromNBT

and

TileEntity#writeToNBT

.

 

Your

Block#getExtendedState

override should be calling

TileEntityMimicBlock#getState

on the

TileEntity

at the

Block

's position.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

TileEntity#getTileData

isn't meant to be used for your own

TileEntities

, it's meant to be used with

TileEntities

from vanilla or other mods. It returns an NBT tag completely separate from the NBT you read from/write to in

TileEntity#readFromNBT

and

TileEntity#writeToNBT

.

 

How would I load the NBT Data from the current Tile Entity?

 

Your Block#getExtendedState override should be calling TileEntityMimicBlock#getState on the TileEntity at the Block's position.

 

I'm sorry..  I'm not quite sure I understand.  I would pass the blockPos instead of the TileEntity?

 

Thanks!

Posted

How would I load the NBT Data from the current Tile Entity?

You don't.

TileEntities

are only written to NBT when the world is being saved, at runtime you should use the

TileEntity

's fields directly. Treat it like a normal Java object.

 

I'm sorry..  I'm not quite sure I understand.  I would pass the blockPos instead of the TileEntity?

 

Thanks!

Get the

TileEntity

at the

Block

's position (

World#getTileEntity

), cast it to

TileEntityMimicBlock

and call the

getState

method on it to get the

IBlockState

that particular instance is mimicing.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

How would I load the NBT Data from the current Tile Entity?

You don't.

TileEntities

are only written to NBT when the world is being saved, at runtime you should use the

TileEntity

's fields directly. Treat it like a normal Java object.

 

I'm sorry..  I'm not quite sure I understand.  I would pass the blockPos instead of the TileEntity?

 

Thanks!

Get the

TileEntity

at the

Block

's position (

World#getTileEntity

), cast it to

TileEntityMimicBlock

and call the

getState

method on it to get the

IBlockState

that particular instance is mimicing.

 

You are wonderful!!!  I'm so use to reading it from nbt that I didn't even think about treating it like an object and just obtaining the state that way.  Makes complete sense now.  Thank you so much!

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