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[1.12] Can't place bottom slab when top is already placed.


HarryTechReviews

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As the title says, the game won't let me place by custom slab on the bottom if top is already placed. Here is my custom slab class. I do have the CustomBlockHalfSlab and DoubleSlab classes as well. Thanks in advance

public abstract class CustomBlockSlab extends BlockSlab
{
	public CustomBlockSlab(String name, float hardness, float resistance)
	{
		super(Material.IRON);
		setUnlocalizedName(name);
		setRegistryName(name);
		setHardness(hardness);
		setResistance(resistance);
		
		this.fullBlock = this.isDouble();
		IBlockState state = this.blockState.getBaseState();
		
		if(!this.isDouble())
		{
			state = state.withProperty(HALF, EnumBlockHalf.BOTTOM);
		}
		
		setDefaultState(state);
		this.useNeighborBrightness = true;
	}
	
	@Override
	public String getUnlocalizedName(int meta) 
	{
		return this.getUnlocalizedName();
	}

	@Override
	public IProperty<?> getVariantProperty() 
	{
		return HALF;
	}
	
	@Override
	public Comparable<?> getTypeForItem(ItemStack stack)
	{
		return EnumBlockHalf.BOTTOM;
	}
	
	@Override
	public int damageDropped(IBlockState state) 
	{
		return 0;
	}
	
	@Override
	public IBlockState getStateFromMeta(int meta) 
	{
		if(!this.isDouble())
		{
			return this.getDefaultState().withProperty(HALF, EnumBlockHalf.values()[meta % EnumBlockHalf.values().length]);
		}
		return this.getDefaultState();
	}
	
	@Override
	public int getMetaFromState(IBlockState state) 
	{
		if(this.isDouble())
		{
			return 0;
		}
		
		return ((EnumBlockHalf)state.getValue(HALF)).ordinal() + 1;
	}
	
	@Override
	public Item getItemDropped(IBlockState state, Random rand, int fortune) 
	{
		return Item.getItemFromBlock(BlockInit.tutorial_slab_half);
	}
	
	@Override
	protected BlockStateContainer createBlockState() 
	{
		return new BlockStateContainer(this, new IProperty[] {HALF});
	}
	
	@Override
	public IBlockState getStateForPlacement(World world, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer, EnumHand hand) 
	{
		return super.getStateForPlacement(world, pos, facing, hitX, hitY, hitZ, meta, placer, hand);
	}

 

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What class are you using for the Item form of the slab? Vanilla uses ItemSlab, which handles combining single slabs into double slabs.

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.

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Block Init: 

tutorial_slab_half = new CustomBlockHalfSlab("tutorial_slab_half", 2.5F, 4.5F);
tutorial_slab_double = new CustomBlockDoubleSlab("tutorial_slab_double", 2.5F, 4.5F);

registerBlock(tutorial_slab_half, new ItemSlab(tutorial_slab_half, tutorial_slab_half, tutorial_slab_double));
ForgeRegistries.BLOCKS.register(tutorial_slab_double);

public static void registerBlock(Block block, ItemBlock itemblock)
	{
		ForgeRegistries.BLOCKS.register(block);
		block.setCreativeTab(TutorialMod.tutorialtab);
		itemblock.setRegistryName(block.getRegistryName());
		ForgeRegistries.ITEMS.register(itemblock);
		
		ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory"));
	}

 

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I'm not too sure what the problem is, then. Try setting a breakpoint in ItemSlab#onItemUse, clicking a top slab while holding a slab and stepping through the code to see why it's not combing the slabs.

 

Side note: ModelLoader is a client-only class, referencing it in common code will crash the dedicated server. Model registration must be handled in a dedicated, client-only class.

 

Registration of Blocks, Items and other IForgeRegistryEntry implementations should be done in the corresponding registry events. Registration of models should be done in ModelRegistryEvent. Pass Side.CLIENT to the @Mod.EventBusSubscriber annotation to prevent the model registration class being loaded on the dedicated server.

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.

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