Posted August 7, 201510 yr I have a tileEntity that holds an IBlockState value. This value is used to figure out what to render, but when I place the block, it doesn't see anything in the nbt with said tag. Basically, how do I obtain the information within the tile entity? Mimic Block class http://pastebin.com/uGUKsVYM TileEntity Mimic Block class http://pastebin.com/QvZi553P
August 7, 201510 yr 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
August 7, 201510 yr Author 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.
August 7, 201510 yr Author 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.
August 7, 201510 yr 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.
August 7, 201510 yr Author 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!
August 7, 201510 yr 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.
August 7, 201510 yr Author 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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