AnZaNaMa Posted December 4, 2015 Share Posted December 4, 2015 I have a block that has a tile entity called EnergyBlock. I have bound its rendering to a TESR that is supposed to give it a different texture and rotation based on what its class says. However, all of them are rendering with the same texture and rotation, as if they're a block, not a TileEntity. They do, however, change texture when I make them part of the multiblock they are involved in, which means the TESR is in fact handling the rendering, just not well enough. What did I do wrong? TileEntityEnergyBlock: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/java/com/AnZaNaMa/EnergyTools/Entity/TileEntity/TileEntityEnergyBlock.java EnergyBlockTESR: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/java/com/AnZaNaMa/EnergyTools/Entity/TileEntity/TESR/EnergyBlockTESR.java Quote - Just because things are the way they are doesn't mean they can't be the way you want them to be. Unless they're aspen trees. You can tell they're aspens 'cause the way they are. Link to comment Share on other sites More sharing options...
RANKSHANK Posted December 4, 2015 Share Posted December 4, 2015 public static byte textureNumber; public static byte rotation; You're using statics for values that you want to have as a per object basis Quote I think its my java of the variables. Link to comment Share on other sites More sharing options...
AnZaNaMa Posted December 8, 2015 Author Share Posted December 8, 2015 oh wow, i'm stupid. Thanks for the help! EDIT: Removing the static on the texturenumber and rotation just made it so that all of them get the default texture... Quote - Just because things are the way they are doesn't mean they can't be the way you want them to be. Unless they're aspen trees. You can tell they're aspens 'cause the way they are. Link to comment Share on other sites More sharing options...
AnZaNaMa Posted December 8, 2015 Author Share Posted December 8, 2015 Oh yeah, I always try to forget networking exists because i'm terrible at it Quote - Just because things are the way they are doesn't mean they can't be the way you want them to be. Unless they're aspen trees. You can tell they're aspens 'cause the way they are. Link to comment Share on other sites More sharing options...
AnZaNaMa Posted December 8, 2015 Author Share Posted December 8, 2015 Even when I added worldObj.markBlockForUpdate() and this.markDirty() to the setStraight and setCorner functions, the blocks are still all rendering with the default texture. I even went into the setSlaveBlocks() function in TileEntityEnergizer and added a worldObj.markBlockRangeForRenderUpdate() and it still won't work. Quote - Just because things are the way they are doesn't mean they can't be the way you want them to be. Unless they're aspen trees. You can tell they're aspens 'cause the way they are. Link to comment Share on other sites More sharing options...
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