ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 I think you need to mark the block for an update. search for the correct method in ur IDE, might solve the problem. Yea i do this already. Its MarkBlockForUpdate(Blockpos). But still it doesn't do it.
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 @Override public void update(){ super.update(); if(worldObj.isRemote)return; if(this.getVoltage()>0){ isActive=true; }else isActive=false; if(isActive){ worldObj.getBlockState(getPos()).getBlock().setLightLevel(10.0f); }else { worldObj.getBlockState(getPos()).getBlock().setLightLevel(0); } } @Override public void onPowered(float f) { super.onPowered(f); this.isActive=true; worldObj.markBlockForUpdate(getPos()); } I tried marking for update in the update method and the game crashed
Failender Posted September 1, 2015 Posted September 1, 2015 cant see u calling onPowered. are u sure u are calling it? please do basic debugging. use sysos and find mistakes.
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 I call it in the superclass like this: public void passOverVoltage(){ if(getTo()!=null){ getTo().onPowered(this.getVoltageValueAfterPowering()); System.out.println("Tried passing voltage to"+getTo().getClass().getSimpleName()+" Voltage is:"+getVoltage()); } } and this method is called within the update() method: if(getTo()!=null){ this.passOverVoltage(); this.voltage=0; if(storedPos!=null&&worldObj.getTileEntity(storedPos)==null||!(worldObj.getTileEntity(storedPos)instanceof TileEntity_Electric)){ to=null; storedPos=null; } }
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 Okay, for the disconnection of tiles, i need to send an update AFTER the 'to' variable is set to null. How should i do this?
Failender Posted September 1, 2015 Posted September 1, 2015 how about.. doing the things u need to disconnect after setting it null..?
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 Okay this might sound weird, but how can i get the voltage from the packet? I would send it to ClientEvery tick, but i only know how to execute something with a packet, but i tried setting a value with it and it stayed zero but on the server it wasn't.
Failender Posted September 1, 2015 Posted September 1, 2015 You need this in a gui right? U dont need packets then. use detect and send changes. there u can use crafter.sendProgressBarUpdate. look at vanilla furnace for example
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 Ooookay.... Ill have a look at that
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 I can't find that anywhere - im in 1.8 btw.
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 Well i looked at the blockFurnace class and in the tileentityFurnace class. I searched for crafter and looked through all methods, but nothing...
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 But my tileentity has no container and adding one just for this would be absolutly unnecessary. Tell me how i can use packets for that please
Failender Posted September 1, 2015 Posted September 1, 2015 http://www.minecraftforge.net/forum/index.php/topic,20135.0.html
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 Can i just make my Gui implement IMessageHandler?
Failender Posted September 1, 2015 Posted September 1, 2015 u can. but u dont. because thats total bs.
ItsAMysteriousYT Posted September 1, 2015 Author Posted September 1, 2015 Then how? How can i send the calue to the gui? Plz reply quick, only got five minutes left Guis working on internet and i wanna get the enrgy system work.
Failender Posted September 1, 2015 Posted September 1, 2015 dont mod when in a rush. saying "I only got five minutes left" will bring you nowhere. send the packet. when receiving the packet send the value to the opened gui.
ItsAMysteriousYT Posted September 2, 2015 Author Posted September 2, 2015 Okay... but how do i send the value to the gui? I think having a static variable in my GuiOverlay isn't the right way is it? Im feeling so stupid cuz i ask so much about packets, sorry
ItsAMysteriousYT Posted September 2, 2015 Author Posted September 2, 2015 This is my packet - am i doing it the correct way? package itsamysterious.mods.reallifemod.core.packets; import java.nio.ByteBuffer; import io.netty.buffer.ByteBuf; import net.minecraftforge.fml.common.network.ByteBufUtils; import net.minecraftforge.fml.common.network.simpleimpl.IMessage; public class ElectricDataPackage implements IMessage{ float voltage; public ElectricDataPackage() { } public ElectricDataPackage(float voltage){ this.voltage=voltage; } @Override public void fromBytes(ByteBuf buf) { voltage = buf.readFloat(); } @Override public void toBytes(ByteBuf buf) { buf.writeFloat(voltage); } } Now i don't know what excactly to do in the packethandler. I tried passing the value through a static variable in my custom overlayclass, but it didn't work. Thats what i tried: package itsamysterious.mods.reallifemod.core.packets; import java.awt.Color; import itsamysterious.mods.reallifemod.core.gui.lifesystem.RLMOverlay; import net.minecraft.client.Minecraft; import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler; import net.minecraftforge.fml.common.network.simpleimpl.MessageContext; public class VoltagePackethandler implements IMessageHandler<ElectricDataPackage, ElectricDataPackage>{ @Override public ElectricDataPackage onMessage(ElectricDataPackage message, MessageContext ctx) { RLMOverlay.voltage=message.voltage; return message; } }
ItsAMysteriousYT Posted September 2, 2015 Author Posted September 2, 2015 Okay - i might sound really stupid now but how? Do i have to send the tileentity in the packet? As coordinates or something?
ItsAMysteriousYT Posted September 2, 2015 Author Posted September 2, 2015 A well okay - now. I found a way doing it with a clientOnly method and render it on the tileentity - see: @SideOnly(Side.CLIENT) public float clientVoltage; //Update method if(worldObj.isRemote) { this.clientVoltage=getVoltage(); } SO, that thing is fixed now - thanks
ItsAMysteriousYT Posted September 2, 2015 Author Posted September 2, 2015 Okay - the energysystem is working pretty well now, just two thing - first: The blocks do not immediatly update their lighting value(e.g. lanterns) Second: The rotation still does not work in onBlockPlacedBy: My code is @Override public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) { super.onBlockPlacedBy(worldIn, pos, state, placer, stack); TileEntity tileentity = worldIn.getTileEntity(pos); if (tileentity instanceof TileEntity_Electric){ TileEntity_Electric tile = (TileEntity_Electric)tileentity; tile.rotation = MathHelper.floor_double((double)(placer.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3; System.out.println("Succesfully rotated "+tile.getClass().getName()); } } Perhaps it is necessary to say that im extending my own CustomBlock class and not the default BlockClass for the electrisity blocks?
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