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Posted

I'd like to have my flux furnace and flux grinder to face the player when they are placed, just like the vanilla furnace does.

Sadly, I can't figure it out, because apparently the rotation is handled by code that I can't find.

 

I'd like to focus on the flux furnace first, since the model for the flux grinder is more complicated.

 

My flux_furnace.json:

{
    "__comment": "Model generated using MrCrayfish's Model Creator (http://mrcrayfish.com/modelcreator/)",
    "parent": "block/orientable",
    "textures": {
        "0": "messycore:blocks/flux_furnace_rest",
        "1": "messycore:blocks/flux_furnace_front"
    },
    "elements": [
        {
            "name": "Flux Furnace",
            "from": [ 0.0, 0.0, 0.0 ], 
            "to": [ 16.0, 16.0, 16.0 ], 
            "faces": {
                "north": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
                "east": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
                "south": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
                "west": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
                "up": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
                "down": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }
            }
        }
    ]
}

Posted

I got it working through a parent class (look below) tha I can use for all machines I might make.

I messed up the model orientations though because they face away from the player xD

 

package com.messy.core.blocks;

import java.util.Random;

import javax.annotation.Nullable;

import net.minecraft.block.BlockHorizontal;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.init.Blocks;
import net.minecraft.inventory.Container;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumBlockRenderType;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.Mirror;
import net.minecraft.util.Rotation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;

public abstract class BlockMachine extends ModBlock
{
    public static final PropertyDirection FACING = BlockHorizontal.FACING;
    private final boolean isWorking;
    protected static boolean keepInventory;
    
public BlockMachine(String unlocalizedName, String registryName, Material material, boolean isWorking) {
	super(unlocalizedName, registryName, material);
        this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
        this.isWorking = isWorking;
}

    @Nullable
    public Item getItemDropped(IBlockState state, Random rand, int fortune)
    {
        return Item.getItemFromBlock(Blocks.FURNACE);
    }

    public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state)
    {
        this.setDefaultFacing(worldIn, pos, state);
    }

    private void setDefaultFacing(World worldIn, BlockPos pos, IBlockState state)
    {
        if (!worldIn.isRemote)
        {
            IBlockState iblockstate = worldIn.getBlockState(pos.north());
            IBlockState iblockstate1 = worldIn.getBlockState(pos.south());
            IBlockState iblockstate2 = worldIn.getBlockState(pos.west());
            IBlockState iblockstate3 = worldIn.getBlockState(pos.east());
            EnumFacing enumfacing = (EnumFacing)state.getValue(FACING);

            if (enumfacing == EnumFacing.NORTH && iblockstate.isFullBlock() && !iblockstate1.isFullBlock())
            {
                enumfacing = EnumFacing.SOUTH;
            }
            else if (enumfacing == EnumFacing.SOUTH && iblockstate1.isFullBlock() && !iblockstate.isFullBlock())
            {
                enumfacing = EnumFacing.NORTH;
            }
            else if (enumfacing == EnumFacing.WEST && iblockstate2.isFullBlock() && !iblockstate3.isFullBlock())
            {
                enumfacing = EnumFacing.EAST;
            }
            else if (enumfacing == EnumFacing.EAST && iblockstate3.isFullBlock() && !iblockstate2.isFullBlock())
            {
                enumfacing = EnumFacing.WEST;
            }

            worldIn.setBlockState(pos, state.withProperty(FACING, enumfacing), 2);
        }
    }

    public static void setState(boolean active, World worldIn, BlockPos pos, BlockMachine workingBlock, BlockMachine notWorkingBlock)
    {
        IBlockState iblockstate = worldIn.getBlockState(pos);
        TileEntity tileentity = worldIn.getTileEntity(pos);
        keepInventory = true;

        if (active)
        {
            worldIn.setBlockState(pos, workingBlock.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3);
            worldIn.setBlockState(pos, workingBlock.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3);
        }
        else
        {
            worldIn.setBlockState(pos, notWorkingBlock.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3);
            worldIn.setBlockState(pos, notWorkingBlock.getDefaultState().withProperty(FACING, iblockstate.getValue(FACING)), 3);
        }

        keepInventory = false;

        if (tileentity != null)
        {
            tileentity.validate();
            worldIn.setTileEntity(pos, tileentity);
        }
    }
    
    public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
    {
        return this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing().getOpposite());
    }

    public boolean hasComparatorInputOverride(IBlockState state)
    {
        return true;
    }

    public int getComparatorInputOverride(IBlockState blockState, World worldIn, BlockPos pos)
    {
        return Container.calcRedstone(worldIn.getTileEntity(pos));
    }

    public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state, BlockMachine item)
    {
        return new ItemStack(item);
    }
    
    /**
     * The type of render function called. 3 for standard block models, 2 for TESR's, 1 for liquids, -1 is no render
     */
    public EnumBlockRenderType getRenderType(IBlockState state)
    {
        return EnumBlockRenderType.MODEL;
    }

    /**
     * Convert the given metadata into a BlockState for this Block
     */
    public IBlockState getStateFromMeta(int meta)
    {
        EnumFacing enumfacing = EnumFacing.getFront(meta);

        if (enumfacing.getAxis() == EnumFacing.Axis.Y)
        {
            enumfacing = EnumFacing.NORTH;
        }

        return this.getDefaultState().withProperty(FACING, enumfacing);
    }

    /**
     * Convert the BlockState into the correct metadata value
     */
    public int getMetaFromState(IBlockState state)
    {
        return ((EnumFacing)state.getValue(FACING)).getIndex();
    }

    /**
     * Returns the blockstate with the given rotation from the passed blockstate. If inapplicable, returns the passed
     * blockstate.
     */
    public IBlockState withRotation(IBlockState state, Rotation rot)
    {
        return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING)));
    }

    /**
     * Returns the blockstate with the given mirror of the passed blockstate. If inapplicable, returns the passed
     * blockstate.
     */
    public IBlockState withMirror(IBlockState state, Mirror mirrorIn)
    {
        return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING)));
    }

    protected BlockStateContainer createBlockState()
    {
        return new BlockStateContainer(this, new IProperty[] {FACING});
    }
}

package com.messy.core.blocks;

import com.messy.core.ModBlocks;
import com.messy.core.tileentities.TileEntityFluxGrinder;

import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.inventory.InventoryHelper;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;

public class BlockFluxGrinder extends BlockMachine 
{
public BlockFluxGrinder() 
{
	super("flux_grinder", "flux_grinder", Material.ROCK, false);
}

public TileEntity createNewTileEntity(World worldIn, int meta)
{
	return new TileEntityFluxGrinder();
}

    public static void setState(boolean active, World worldIn, BlockPos pos)
    {
    	BlockMachine.setState(active, worldIn, pos, ModBlocks.FLUXGRINDERWORKING, ModBlocks.FLUXGRINDER);
    }

    public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack)
    {
        worldIn.setBlockState(pos, state.withProperty(FACING, placer.getHorizontalFacing().getOpposite()), 2);

        if (stack.hasDisplayName())
        {
            TileEntity tileentity = worldIn.getTileEntity(pos);

            if (tileentity instanceof TileEntityFluxGrinder)
            {
                ((TileEntityFluxGrinder)tileentity).setCustomInventoryName(stack.getDisplayName());
            }
        }
    }

    public void breakBlock(World worldIn, BlockPos pos, IBlockState state)
    {
        if (!keepInventory)
        {
            TileEntity tileentity = worldIn.getTileEntity(pos);

            if (tileentity instanceof TileEntityFluxGrinder)
            {
                InventoryHelper.dropInventoryItems(worldIn, pos, (TileEntityFluxGrinder)tileentity);
                worldIn.updateComparatorOutputLevel(pos, this);
            }
        }

        super.breakBlock(worldIn, pos, state);
    }

    public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state)
    {
        return super.getItem(worldIn, pos, state, ModBlocks.FLUXGRINDER); 
    }
}

Posted

First a suggestion instead of

    public static void setState(boolean active, World worldIn, BlockPos pos)
    {
    	BlockMachine.setState(active, worldIn, pos, ModBlocks.FLUXGRINDERWORKING, ModBlocks.FLUXGRINDER);
    }

Use

    public static void setState(boolean active, World worldIn, BlockPos pos)
    {
    	super.setState(active, worldIn, pos, activeBlock, nonActiveBlock);
    }

 

But back on topic did you look at the JSON aswell?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

First a suggestion instead of

    public static void setState(boolean active, World worldIn, BlockPos pos)
    {
    	BlockMachine.setState(active, worldIn, pos, ModBlocks.FLUXGRINDERWORKING, ModBlocks.FLUXGRINDER);
    }

Use

    public static void setState(boolean active, World worldIn, BlockPos pos)
    {
    	super.setState(active, worldIn, pos, activeBlock, nonActiveBlock);
    }

 

Your suggestion doesn't work, because I can't call a static method of a parent like that (apparently) super can't be used in a static method

Believe me, I tried :P

 

My json for the grinder is now this, but that doesn't make a difference:

{
    "variants": {
        "facing=north": { "model": "messycore:flux_grinder", "y": 180 },
        "facing=south": { "model": "messycore:flux_grinder" },
        "facing=west":  { "model": "messycore:flux_grinder", "y": 270 },
        "facing=east":  { "model": "messycore:flux_grinder", "y": 90 },
        "inventory": { "model": "messycore:flux_grinder" }
    }
}

Posted
{
    "parent": "block/orientable",
    "textures": {
        "top": "modid:blocks/texture_top",
        "front": "modid:blocks/texture_front_off",
        "side": "modid:blocks/texture_side"
    }
}

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

I made it work by adjusting the model that I made in MrCrayFish's model creator

 

Edit: aaaand that somehow broke the way the model loaded into the inventory... what on earth O.o

 

Edit 2: fixed problem from the edit by adding "parent": "block/orientable",

          mcf model creator doesn't add that by default...

Posted

Modeling programs can't be 100% sure which parent model you want to use.

 

The reason it "breaks" using a different parent is that Mojang made the "north" direction (the default "front" side) pointing up-left (and thus not visible) and then special-cased the rotation for the orientable blocks.  It's "better" now with the parent system because the "block/orientable" includes the special-case rotation, but it's still annoying.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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