Jump to content

[1.10.2] Generated trees are invivsible blocks after mod is compiled [SOLVED]


Recommended Posts

Posted (edited)

Sorry to wast everyone's time.  It turns out it was an old Forge bug, and installing a newer version of Forge fixed the problem completely. 

(BTW, is there an easy way to unstall Forge installation to avoid picking an old version by accident -- I have a ton of Forge versions right now.)

 

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

OK, I have something really strange going on.  I've created an alternate pine tree (an actual pine instead of spruce) for warmer climates.  When I run the mod from eclipse everything seems fine, the trees generate and are fully visible and tangible, just like ordinary blocks / like the should be.  But, when I build the mod with gradle and use the re-obfuscated mod they become invisible blocks, much the kind you find when playing a laggy server.  Here is my generation code:

 

package jaredbgreat.climaticbiome.generation.feature;

import jaredbgreat.climaticbiome.blocks.ModBlocks;

import java.util.Random;

import net.minecraft.block.BlockLeaves;
import net.minecraft.block.BlockOldLeaf;
import net.minecraft.block.BlockOldLog;
import net.minecraft.block.BlockPlanks;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenAbstractTree;
import net.minecraftforge.common.IPlantable;
import static net.minecraft.util.EnumFacing.*;

public class GenPine extends WorldGenAbstractTree {
	
    private static final IBlockState TRUNK = ModBlocks.pineLog.getDefaultState();
    private static final IBlockState LEAF = ModBlocks.pineNeedle.getDefaultState()
    		.withProperty(BlockLeaves.CHECK_DECAY, Boolean.valueOf(false));


	public GenPine() {
		super(false);
	}
	

	@Override
	public boolean generate(World world, Random rand, BlockPos pos) {
		//if(world.isRemote) return false;
		int j1 = 5 + rand.nextInt(5); // trunk height
		int j2 = 2 + rand.nextInt(1 + (j1 / 2)); // first leaf height
		
		if((pos.getY() < 1) || ((pos.getY() + j1 + 3) > 255)) { 
			return false;
		} else {
			int x = pos.getX();
			int z = pos.getZ();
			IBlockState under = world.getBlockState(pos.down());
			if(!under.getBlock().canSustainPlant(under, world, pos.down(), UP, 
					(IPlantable) Blocks.SAPLING)) {
				return false; 
			} 

			BlockPos.MutableBlockPos mutable = new BlockPos.MutableBlockPos();
			for(int j3 = pos.getY(); j3 < (pos.getY() + j1 +1); j3++) {
				if(!isReplaceable(world, mutable.setPos(x, j3, z))) {
					return false;
				}
			}
			
			int w = 1;
			int bonus = rand.nextInt(2);
			int j1b = pos.getY() + j1 + 1;
			for(int j4 = pos.getY() + j2; j4 < j1b; j4++) {
				w = 1 + ((j4 + bonus) % 2);
				for(int i2 = x - w; i2 <= (x + w); i2++) 
					for(int k2 = z - w; k2 <= (z + w); k2++) {
						BlockPos place = new BlockPos(i2, j4, k2);
						IBlockState state = world.getBlockState(place);								
						if (state.getBlock().canBeReplacedByLeaves(state, world, place)) {
							setBlockAndNotifyAdequately(world, place, LEAF);
						}								
					}
			}
			
			w = 1 + ((j1b + bonus) % 2);
			for(int j4 = j1b; w > -1; j4++, w--) {
				for(int i2 = x - w; i2 <= (x + w); i2++) 
					for(int k2 = z - w; k2 <= (z + w); k2++) {
						BlockPos place = new BlockPos(i2, j4, k2);
						IBlockState state = world.getBlockState(place);
						if (state.getBlock().canBeReplacedByLeaves(state, world, place)) {
							this.setBlockAndNotifyAdequately(world, place, LEAF);
						}								
					}
			}
			
			for(int j4 = pos.getY(); j4 < j1b; j4++) {
				BlockPos place = new BlockPos(x, j4, z);
				IBlockState state = world.getBlockState(place);
				setBlockAndNotifyAdequately(world, place, TRUNK);
			}
				
		}
		return true;
	}
}

 

Any one have an idea what's going on here?

 

EDIT: I've tried testing for server versus client side, and tried replacing setBlockAndNotifyAdequately with world.setBlockState (which works for Doomlike Dungeons, but still the same problem.  :(

 

EDIT 2: Oh, one other detail -- even though they act like invisible blocks at first, re-logging does not make them appear but instead disappear -- after leaving the world and restarting it the invisible blocks at gone, there is just air instead.

 

Edited by JaredBGreat

Developer of Doomlike Dungeons.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.