Jump to content

Recommended Posts

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!

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

    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
    • Ah, it appears I spoke too soon, I still need a little help here. I now have the forceloading working reliably.  However, I've realized it's not always the first tick that loads the entity.  I've seen it take anywhere from 2-20ish to actually go through, in which time my debugging has revealed that the chunk is loaded, but during which time calling  serverLevelIn.getEntity(uuidIn) returns a null result.  I suspect this has to do with queuing and how entities are loaded into the game.  While not optimal, it's acceptable, and I don't think there's a whole ton I can do to avoid it. However, my concern is that occasionally teleporting an entity in this manner causes a lag spike.  It's not every time and gives the appearance of being correlated with when other chunks are loading in.  It's also not typically a long spike, but can last a second or two, which is less than ideal.  The gist of how I'm summoning is here (although I've omitted some parts that weren't relevant.  The lag occurs before the actual summon so I'm pretty confident it's the loading, and not the actual summon call). ChunkPos chunkPos = new ChunkPos(entityPosIn); if (serverLevelIn.areEntitiesLoaded(chunkPos.toLong())) { boolean isSummoned = // The method I'm using for actual summoning is called here. Apart from a few checks, the bulk of it is shown later on. if (isSummoned) { // Code that runs here just notifies the player of the summon, clears it from the queue, and removes the forceload } } else { // I continue forcing the chunk until the summon succeeds, to make sure it isn't inadvertently cleared ForgeChunkManager.forceChunk(serverLevelIn, MODID, summonPosIn, chunkPos.x, chunkPos.z, true, true); } The summon code itself uses serverLevelIn.getEntity(uuidIn) to retrieve the entity, and moves it as such.  It is then moved thusly: if (entity.isAlive()) { entity.moveTo(posIn.getX(), posIn.getY(), posIn.getZ()); serverLevelIn.playSound(null, entity, SoundEvents.ENDERMAN_TELEPORT, SoundSource.NEUTRAL, 1.0F, 1.0F); return true; } I originally was calling .getEntity() more frequently and didn't have the check for whether or not entities were loaded in place to prevent unnecessary code calls, but even with those safety measures in place, the lag still persists.  Could this just be an issue with 1.18's lack of optimization in certain areas?  Is there anything I can do to mitigate it?  Is there a performance boosting mod I could recommend alongside my own to reduce the chunk loading lag? At the end of the day, it does work, and I'm putting measures in place to prevent players from abusing the system to cause lag (i.e. each player can only have one queued summon at a time-- trying to summon another replaces the first call).  It's also not an unacceptable level of lag, IMO, given the infrequency of such calls, and the fact that I'm providing the option to toggle off the feature if server admins don't want it used.  However, no amount of lag is ideal, so if possible I'd love to find a more elegant solution-- or at least a mod recommendation to help improve it. Thanks!
    • When i start my forge server its on but when i try to join its come a error Internal Exception: java.lang.OutOfMemoryError: Requested array size exceeds VM limit Server infos: Linux Minecraft version 1.20.1 -Xmx11G -Xms8G
    • Also add the latest.log from your logs-folder
  • Topics

×
×
  • Create New...

Important Information

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