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Posted

I have a block which can be placed to face different directions, but as soon as you relog all of them reset to the direction North...

public class BlockMagicWood extends BasicBlock {
	
	
	public static PropertyDirection FACING = PropertyDirection.create("facing");	
	
	public BlockMagicWood() {
		super(Material.WOOD, Reference.WandustrieBlocks.MAGICWOOD.getUnlocalizedName(), Reference.WandustrieBlocks.MAGICWOOD.getRegistryName());
		this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.UP));
	}
	
    @Override
    protected BlockStateContainer createBlockState() {
    	return new BlockStateContainer(this, new IProperty[] {FACING});
    }
    
    @Override
	public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer,
			ItemStack stack) {
		worldIn.setBlockState(pos, state.withProperty(FACING,  EnumFacing.getDirectionFromEntityLiving(pos, placer)));
		super.onBlockPlacedBy(worldIn, pos, state, placer, stack);
	}
    
    @Override
    public int getMetaFromState(IBlockState state) {
    	return state.getValue(FACING).getIndex();
    }
    
    
    @Override
    public IBlockState getStateFromMeta(int meta) {
    	return getDefaultState().withProperty(FACING, EnumFacing.getFront(meta));
    }
    
    

}

 

Posted (edited)

Your facing value from getStateFromMeta doesn't take account of the Y axis. Do this

 

@Override
	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);
	}

 

Also you should set default blockstate when a block gets added onto the world.

 

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

 

Edited by TheAwesomeGem
  • Like 1
Posted

Why are you not using BlockLogBase or BlockCollumn as a super class?

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.

Posted

"I want to make a block that works like the log works..."

Normal person:

"Let me go look at the log class, oh hey, BlockLogNew extends BlockLogBase!"

  • Like 2

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.

Posted
5 hours ago, Draco18s said:

"I want to make a block that works like the log works..."

Normal person:

"Let me go look at the log class, oh hey, BlockLogNew extends BlockLogBase!"

Didn't see that. But actually I need more rotations than a vanilla tree. I'll look into that another time..

Posted
7 hours ago, TheAwesomeGem said:

Your facing value from getStateFromMeta doesn't take account of the Y axis. Do this

 


@Override
	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);
	}

 

Also you should set default blockstate when a block gets added onto the world.

 


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

 

Ok... didn't see that

I'll try that out as as possible

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