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[1.12.2] [SOLVED] Problems With TileEntities and PropertyBools


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Posted (edited)

using Forge 1.12.2

 

So I have a couple of problems to do with PropertyBool set on a block with a TileEntity. First problem is that the PropertyBool is not setting to it's default state on block placement, set in setDefaultState()

this.setDefaultState(this.blockState.getBaseState().withProperty(ACTIVATED, Boolean.valueOf(true)));

ACTIVATED is always false on placement, but, after a quick re-log (I don't restart minecraft, just the world) it changes to true.

 

Second Problem is that I don't know how to get and set the value of ACTIVATED from other classes, specifically in this case, the TileEntity class. I have tried everything, searched online, read the documentation but failed to find a mention on how to do it.

Full Block class:

Spoiler

package com.spacejet.quantivity.blocks;

import com.spacejet.quantivity.Main;
import com.spacejet.quantivity.tileentity.TileEntityEnergyAccumulator;
import com.spacejet.quantivity.util.handlers.GuiHandler;
import com.spacejet.quantivity.util.handlers.TileEntityHandler;

import net.minecraft.block.ITileEntityProvider;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;

public class EnergyAccumulator extends BlockBase implements ITileEntityProvider
{

    public static final PropertyBool ACTIVATED = PropertyBool.create("activated");
    
    public EnergyAccumulator(String name, Material material) 
    {
        super(name, material);
        setHardness(5);
        setHarvestLevel("pickaxe", 2);
        setResistance(30);
        setSoundType(SoundType.METAL);
        setLightLevel(1);
        
        this.setDefaultState(this.blockState.getBaseState().withProperty(ACTIVATED, Boolean.valueOf(true)));
    }
    
    @Override
    public int getMetaFromState(IBlockState state) 
    {
        if(ACTIVATED.getAllowedValues().contains(true)) return 1;
        else return 0;
    }
    
    @Override
    public IBlockState getStateFromMeta(int meta)

    {
        if(meta == 1) return this.getDefaultState().withProperty(ACTIVATED, Boolean.valueOf(true));
        else return this.getDefaultState().withProperty(ACTIVATED, Boolean.valueOf(false));
    }
    
    @Override
    protected BlockStateContainer createBlockState() 
    {
        return new BlockStateContainer(this, new IProperty[] {ACTIVATED}); 
    }
    
    @Override
    public boolean hasTileEntity(IBlockState state) 
    {
        return true;
    }

    @Override
    public TileEntity createNewTileEntity(World worldIn, int meta) 
    {
        return TileEntityHandler.ENERGY_ACCUMULATOR;
    }
    
    @Override
    public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) 
    {
        if(!world.isRemote) 
        {
            playerIn.openGui(Main.instance, GuiHandler.ENERGY_ACCUMULATOR, world, pos.getX(), pos.getY(), pos.getZ());
        }
        
        return true;
    }

}

 

Full TileEntity class (note- I am using the CJCore Library in this mod)

Spoiler

package com.spacejet.quantivity.tileentity;

import cjminecraft.core.energy.EnergyUnit;
import cjminecraft.core.energy.EnergyUtils;
import cjminecraft.core.energy.compat.forge.CustomForgeEnergyStorage;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Biomes;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ITickable;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.common.capabilities.ICapabilityProvider;
import net.minecraftforge.energy.CapabilityEnergy;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.ItemStackHandler;

public class TileEntityEnergyAccumulator extends TileEntity implements ITickable, ICapabilityProvider
{    
    private ItemStackHandler handler;
    private CustomForgeEnergyStorage storage;
    public static boolean active;
    
    public String name;
    
    private int energy;
    
    public TileEntityEnergyAccumulator(int maxInOut, int maxStore) 
    {
        this.handler = new ItemStackHandler(2);
        this.storage = new CustomForgeEnergyStorage(maxStore, 0);
        this.energy = storage.getEnergyStored();
    }
    
    @Override
    public void update() {
        if(this.world != null) 
        {
            if(!this.world.isRemote) 
            {
                if(this.world.getBiome(this.pos) == Biomes.PLAINS)
                {
                    if(active) {
                        this.storage.receiveEnergyInternal(60, false);
                    }
                }
                this.storage.extractEnergyInternal((int) EnergyUtils.giveEnergyAllFaces(this.world, this.pos, this.storage.getEnergyStored(), EnergyUnit.REDSTONE_FLUX, false, false), false);
            }
        }
    }
    
    @SuppressWarnings("unchecked")
    @Override
    public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
        if(capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
            return (T) this.handler;
        
        if (capability == CapabilityEnergy.ENERGY)
            return (T) this.storage;
        
        return super.getCapability(capability, facing);
    }
    
    @Override
    public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
        if(capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
            return true;
        
        if(capability == CapabilityEnergy.ENERGY)
            return true;
        
        return super.hasCapability(capability, facing);
    }
    
    @Override
    public void readFromNBT(NBTTagCompound nbt) {
        this.storage.readFromNBT(nbt);
        active = nbt.getBoolean("active");
        super.readFromNBT(nbt);
    }
    
    @Override
    public NBTTagCompound writeToNBT(NBTTagCompound nbt) {
        this.storage.writeToNBT(nbt);
        nbt.setBoolean("active", active);
        return super.writeToNBT(nbt);
    }
    
    @Override
    public ITextComponent getDisplayName() 
    {
        return new TextComponentTranslation("container.energy_accumulator.name");
    }
    
    public void setEnergy(int value)
    {
        this.energy = value;
    }
    
    public int getEnergy()
    {
        return this.energy;
    }
    
    public boolean isUsableByPlayer(EntityPlayer player) 
    {
        return this.world.getTileEntity(this.pos) != this ? false : player.getDistanceSq(this.pos.getX() + 0.5D, this.pos.getY() + 0.5D, this.pos.getZ() + 0.5D) <= 64.0D;
    }
}
 

NOTE- I have not set the value of active(In TE class) as I need to set it equal to ACTIVATED(PropBool in Block class), which I cannot find a way to do

 

Thanks for any help!

 

EDIT - After Reading 

I moved on from using 

ITileEntityProvider

to overriding 

hasTileEntity() and createTileEntity()

 

Edited by Spacejet
Marked as Solved
Posted
3 hours ago, Spacejet said:

Boolean.valueOf(true)

Why are you using boxed values?

 

3 hours ago, Spacejet said:

extends BlockBase

BlockBase is an antipattern. There is already a BlockBase, it's called Block.

 

3 hours ago, Spacejet said:

@Override
    public int getMetaFromState(IBlockState state) 
    {
        if(ACTIVATED.getAllowedValues().contains(true)) return 1;
        else return 0;
    }

This will always return 1. Serialize the value of the property, not it's property.

 

3 hours ago, Spacejet said:

implements ITickable, ICapabilityProvider

TileEntity already implements ICapabilityProvider.

 

3 hours ago, Spacejet said:

public static boolean active;

Why is this static?

 

3 hours ago, Spacejet said:

if(this.world != null) 

This should never happen in onUpdate, and if it does some mod severely messes up and you should crash the game.

 

3 hours ago, Spacejet said:

active = nbt.getBoolean("active");

active is static though. Why are you (de)serializing it for instances?

 

3 hours ago, Spacejet said:

I don't know how to get and set the value of ACTIVATED from other classes, specifically in this case, the TileEntity class.

The same way you would do it in your block class. You have the world(TileEntity.world) and the position(TileEntity.pos). Get the blockstate from the world at position and change the value of the property in the same way you would for your block.

Posted (edited)

@V0idWa1k3r the answer to your questions :

 

active is static because I was trying to set it in my block class as ACTIVATED was a part of my block class. I just forgot to change it back. Will do that.

 

I don't really know why I used boxed values when I could have simply used 'true' or 'false' ?

 

42 minutes ago, V0idWa1k3r said:
4 hours ago, Spacejet said:

mplements ITickable, ICapabilityProvider

TileEntity already implements ICapabilityProvider

I did not know that. Nice to know!

 

42 minutes ago, V0idWa1k3r said:
4 hours ago, Spacejet said:

I don't know how to get and set the value of ACTIVATED from other classes, specifically in this case, the TileEntity class.

The same way you would do it in your block class. You have the world(TileEntity.world) and the position(TileEntity.pos). Get the blockstate from the world at position and change the value of the property in the same way you would for your block

Is it with setBlockState() cause now I remember that I did not try that. Thanks a ton.

 

42 minutes ago, V0idWa1k3r said:
4 hours ago, Spacejet said:

extends BlockBase

BlockBase is an antipattern. There is already a BlockBase, it's called Block.

 

I call my Registry Handler and register all my blocks in this class.

 

42 minutes ago, V0idWa1k3r said:
4 hours ago, Spacejet said:

@Override
    public int getMetaFromState(IBlockState state) 
    {
        if(ACTIVATED.getAllowedValues().contains(true)) return 1;
        else return 0;
    }

This will always return 1. Serialize the value of the property, not it's property.

I just got to know about an hour ago that .contains() will search every possible output, not the selected. What should I use instead of that?? How do I get the value of the property in the first place?? getBlockState()?? But that returns a BlockStateContainer.

 

EDIT: I want to get its boolean value to set active equal to, but getBlockState() returns the state, not value! Right?

 

42 minutes ago, V0idWa1k3r said:

 

4 hours ago, Spacejet said:

if(this.world != null) 

This should never happen in onUpdate, and if it does some mod severely messes up and you should crash the game.

K. Will crash the game.

 

Thanks a lot for all those improvement tips and answers to some of my questions.

 

P.S: do you know why ACTIVATED returns false when block is first placed into the world? Set default state sets its default state to true!

Edited by Spacejet
More detail added
Posted
4 minutes ago, Spacejet said:

I call my Registry Handler and register all my blocks in this class.

That sounds bad. That sound directly accessing the registry levels of bad. And potentially IHasModel levels of bad too.

 

5 minutes ago, Spacejet said:

How do I get the value of the property in the first place?? getBlockState()?? But that returns a BlockStateContainer.

IBlockState#getValue.

 

6 minutes ago, Spacejet said:

do you know why ACTIVATED returns false when block is first placed into the world? Set default state sets its default state to true!

I am not sure but you can override Block#getStateForPlacement and return the blockstate with the correct value.

 

7 minutes ago, Spacejet said:

Is it with setBlockState()

Yes, but you will need to override TileEntity#shouldRefresh in your TE class and make sure it returns false when the value of the property changes, but true otherwise or else the game will recreate your TE when you do that.

Posted (edited)
6 minutes ago, V0idWa1k3r said:
10 minutes ago, Spacejet said:

do you know why ACTIVATED returns false when block is first placed into the world? Set default state sets its default state to true!

I am not sure but you can override Block#getStateForPlacement and return the blockstate with the correct value

Ok will try that.....sounds like it will work (hopefully)

 

6 minutes ago, V0idWa1k3r said:
10 minutes ago, Spacejet said:

How do I get the value of the property in the first place?? getBlockState()?? But that returns a BlockStateContainer.

IBlockState#getValue

Oh.

6 minutes ago, V0idWa1k3r said:
10 minutes ago, Spacejet said:

I call my Registry Handler and register all my blocks in this class.

That sounds bad. That sound directly accessing the registry levels of bad. And potentially IHasModel levels of bad too

 

I regret writing that as I am not on my computer and cannot check to make sure what I wrote was correct as that is what I thought I was doing in blockbase..... what should I do if I was doing the bad thing?

Edited by Spacejet
Spelling mistake
Posted
4 minutes ago, Spacejet said:

what should I do if I was doing the bad thing?

Don't directly access the registry, register your things in the appropriate RegistryEvent.Register, in this case it would be Register<Block>.

In case of IHasModel - get rid of it and just register your models directly in the ModelRegistryEvent.

  • Like 1
Posted
3 hours ago, Spacejet said:

Oh then it's fine as I am indeed using registryevents.. phew.. scared me real good.

Are you instantiating your objects in their registry events?

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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Posted
13 hours ago, Cadiboo said:

Are you instantiating your objects in their registry events?

Yes. I am just adding the blocks extend blockbase to a list and then that list is passed on to the onBlockRegister() event

BlockBase:

Spoiler

package com.spacejet.quantivity.blocks;

import com.spacejet.quantivity.Main;
import com.spacejet.quantivity.init.ModBlocks;
import com.spacejet.quantivity.init.ModItems;
import com.spacejet.quantivity.util.IHasModel;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;

public class BlockBase extends Block implements IHasModel{
    
    public BlockBase(String name, Material material) {
        
        super(material);
        setUnlocalizedName(name);
        setRegistryName(name);
        
        ModBlocks.BLOCKS.add(this);
        ModItems.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName()));
        
    }

    @Override
    public void registerModels() {
        
        Main.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory");
        
    }
}
 

 

RegistryHandler:

Spoiler

package com.spacejet.quantivity.util.handlers;

import com.spacejet.quantivity.Main;
import com.spacejet.quantivity.init.ModBiomes;
import com.spacejet.quantivity.init.ModBlocks;
import com.spacejet.quantivity.init.ModItems;
import com.spacejet.quantivity.util.IHasModel;

import net.minecraft.block.Block;
import net.minecraft.item.Item;
import net.minecraftforge.client.event.ModelRegistryEvent;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.network.NetworkRegistry;

@EventBusSubscriber
public class RegistryHandler {

    @SubscribeEvent
    public static void onItemRegister(RegistryEvent.Register<Item> event) {
        
        event.getRegistry().registerAll(ModItems.ITEMS.toArray(new Item[0]));
        
    }
    
    @SubscribeEvent
    public static void onBlockRegister(RegistryEvent.Register<Block> event) {
        
        event.getRegistry().registerAll(ModBlocks.BLOCKS.toArray(new Block[0]));
    }
    
    @SubscribeEvent
    public static void onModelRegister(ModelRegistryEvent event) {
        
        for(Item item : ModItems.ITEMS) {
            
            if(item instanceof IHasModel) {
                ((IHasModel)item).registerModels();
            }    
        }
        
        for(Block block : ModBlocks.BLOCKS) {
            
            if(block instanceof IHasModel) {
                ((IHasModel)block).registerModels();
            }    
        }
    }
    
    public static void preInitRegistries() 
    {
        ModBiomes.registerBiomes();
        TileEntityHandler.RegisterTileEntities();
    }
    
    public static void initRegisteries() 
    {
        NetworkRegistry.INSTANCE.registerGuiHandler(Main.instance, new GuiHandler());
    }
}

 

Posted
26 minutes ago, Spacejet said:

IHasModel

Did you remove this like voidwaker said?

26 minutes ago, Spacejet said:

Yes. I am just adding the blocks extend blockbase to a list and then that list is passed on to the onBlockRegister() event

Where are you instantiating(calling the constructor) for them? Also you shouldn't have a BlockBase class when you instantiate them add them to the list like so

list.add(new Block(...).set...);

Or even 

RegistryObject registry = event.getRegistry

registry.register(new Block(...).set...);

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted (edited)
9 minutes ago, Animefan8888 said:
39 minutes ago, Spacejet said:

Yes. I am just adding the blocks extend blockbase to a list and then that list is passed on to the onBlockRegister() event

Where are you instantiating(calling the constructor) for them

This is my Mod Blocks class which has the list I am adding the blocks into

Spoiler

package com.spacejet.quantivity.init;

import java.util.ArrayList;
import java.util.List;

import com.spacejet.quantivity.blocks.CrystalBlock;
import com.spacejet.quantivity.blocks.EnergyAccumulator;
import com.spacejet.quantivity.blocks.Lantern;
import com.spacejet.quantivity.blocks.TitaniumBlock;
import com.spacejet.quantivity.blocks.TitaniumOre;
import com.spacejet.quantivity.blocks.material.ModMaterial;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;

public class ModBlocks {
    
    public static final List<Block> BLOCKS = new ArrayList<Block>();
    
    public static final Block TITANIUM_BLOCK = new TitaniumBlock("titanium_block", Material.IRON);
    public static final Block BLUE_CRYSTAL_BLOCK = new CrystalBlock("blue_crystal_block", Material.GLASS);
    public static final Block RED_CRYSTAL_BLOCK = new CrystalBlock("red_crystal_block", Material.GLASS);
    public static final Block TITANIUM_ORE = new TitaniumOre("titanium_ore", Material.ROCK);
    public static final Block LANTERN = new Lantern("lantern", ModMaterial.LANTERN);
    
    //Energy Blocks
    public static final Block ENERGY_ACCUMULATOR = new EnergyAccumulator("energy_accumulator", Material.IRON);
}
 

The constructors are called in the class above as you can see..

Edited by Spacejet
grammar imperfections
Posted
1 hour ago, Spacejet said:

public static final Block TITANIUM_BLOCK = new TitaniumBlock("titanium_block", Material.IRON);

Dont do this, this is a static initializer you shouldn't do this with any IForgeRegistryEntry object. Ie anything that has a registry event. They should be initialized in the registryEvent where you register them.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
1 hour ago, Animefan8888 said:

Dont do this, this is a static initializer you shouldn't do this with any IForgeRegistryEntry object. Ie anything that has a registry event. They should be initialized in the registryEvent where you register them.

How would you do that?

Posted

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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