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


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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.

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