Posted December 15, 20177 yr 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 December 16, 20177 yr by JaredBGreat Developer of Doomlike Dungeons.
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