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Posted

I have read past forum posts addressing this, but I still can't seem to figure it out. I have a block that should create a variant for each EnumDyeColor. (So, 16 altogether.) I have already gotten this same block to work using a "facing" property so that it faces the player when placed, but I can't seem to get the "color" property to work. It generates 16 items without textures in the inventory and without textures when placed. I am pretty sure it's a JSON thing, because of the error which I will post below. Thanks.

Spoiler

Exception loading model for variant test_block#color=6,facing=east for blockstate "test_block"

The console also says "suppressed 59 additional model loading errors."

Here is my JSON file.

Spoiler

{
  "forge_marker": 1,
  "variants": {
    "type": {
      "normal": {
        "model": "my_mod:test_block"
      }
    },

    "facing=north": { "model": "my_mod:test_block", "y": 270 },
    "facing=east": { "model": "my_mod:test_block", "y": 0 },
    "facing=south": { "model": "my_mod:test_block", "y": 90 },
    "facing=west": { "model": "my_mod:test_block", "y": 180 },

    "color": {
      "0": {
        "textures": {
          "top": "blocks/hardened_clay_stained_white"
        }
      },
      "1": {
        "textures": {
          "top": "blocks/hardened_clay_stained_orange"
        }
      },
      "2": {
        "textures": {
          "top": "blocks/hardened_clay_stained_magenta"
        }
      },
      "3": {
        "textures": {
          "top": "blocks/hardened_clay_stained_light_blue"
        }
      },
      "4": {
        "textures": {
          "top": "blocks/hardened_clay_stained_yellow"
        }
      },
      "5": {
        "textures": {
          "top": "blocks/hardened_clay_stained_lime"
        }
      },
      "6": {
        "textures": {
          "top": "blocks/hardened_clay_stained_pink"
        }
      },
      "7": {
        "textures": {
          "top": "blocks/hardened_clay_stained_gray"
        }
      },
      "8": {
        "textures": {
          "top": "blocks/hardened_clay_stained_silver"
        }
      },
      "9": {
        "textures": {
          "top": "blocks/hardened_clay_stained_cyan"
        }
      },
      "10": {
        "textures": {
          "top": "blocks/hardened_clay_stained_purple"
        }
      },
      "11": {
        "textures": {
          "top": "blocks/hardened_clay_stained_blue"
        }
      },
      "12": {
        "textures": {
          "top": "blocks/hardened_clay_stained_brown"
        }
      },
      "13": {
        "textures": {
          "top": "blocks/hardened_clay_stained_green"
        }
      },
      "14": {
        "textures": {
          "top": "blocks/hardened_clay_stained_red"
        }
      },
      "15": {
        "textures": {
          "top": "blocks/hardened_clay_stained_black"
        }
      }
    }
  }
}

And just to clarify, the block model is loading a "test_block" in, just not generating the blockstate variants for the other 16 colors.

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Posted (edited)

You can't have that many states.  IBlockState is still baked by a 1 nibble (half byte) metadata that can hold only 16 values. 

Edited by Draco18s

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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

You can have UnlistedProperties, or create a new block for every color. I recommend the 2nd one

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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Posted (edited)
6 hours ago, Cadiboo said:

You can have UnlistedProperties, or create a new block for every color. I recommend the 2nd one

 

Unlisted properties aren't used to determine which model to render for a block, they're used by custom block models to determine how they should render. The correct solution here (while keeping a single block) would be to store the extra data in a TileEntity and use regular properties that have their values set in Block#getActualState. Though Mojang is moving away from having a single block for all colours with The Flattening in 1.13, so it may be best to split the colours into separate blocks now (as Cadiboo suggested).

 

I have an example of a block with a colour and a facing here: Block, TileEntity, blockstates file

Edited by Choonster

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Write to NBT - write your data to a NBTTagCompound for serialisation (saving)

Read from NBT - read your data from a NBTTagCompound for deserialisation (loading)

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.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted
On 12/14/2018 at 12:24 AM, Choonster said:

I have an example of a block with a colour and a facing here

Huh, I looked through that, and my JSON file is formatted the same way, but it gives me an Exception loading model for variant error. I made sure to register the tileentity, but maybe I'm missing something else with the actual model?

Posted

Show your new code? Preferably as a GitHub repository 

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.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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Posted

Yeah, I've been getting a repository set up. For now, I'll just post the code directly.

Spoiler

public class BlockCounter extends BlockColored {

    public static final IProperty<EnumFacing> FACING = PropertyDirection.create("facing");

    public static final AxisAlignedBB RED_COUNTER_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);

    public BlockCounter(final Material material) {
        super(Material.CLAY);
        setCreativeTab(CreativeTabs.DECORATIONS);
    }

    @Override
    public boolean isOpaqueCube(IBlockState state) {
        return false;
    }

    @Override
    public boolean isFullCube(IBlockState state) {
        return false;
    }

    @Override
    public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) {
        return RED_COUNTER_AABB;
    }

    @Override
    protected BlockStateContainer createBlockState()
    {
        return new BlockStateContainer(this, COLOR, FACING);
    }

    @Override
    public boolean hasTileEntity(final IBlockState state) {
        return true;
    }

    @Nullable
    @Override
    public TileEntity createTileEntity(World world, IBlockState state) {
        return new TileEntityCounter();
    }

    @Nullable
    public TileEntityCounter getTileEntity(final IBlockAccess world, final BlockPos pos) {
        return (TileEntityCounter) world.getTileEntity(pos);
    }

    public EnumFacing getFacing(final IBlockAccess world, final BlockPos pos) {
        final TileEntityCounter tileEntity = getTileEntity(world, pos);
        return tileEntity != null ? tileEntity.getFacing() : EnumFacing.NORTH;
    }

    public void setFacing(final IBlockAccess world, final BlockPos pos, final EnumFacing facing) {
        final TileEntityCounter tileEntity = getTileEntity(world, pos);
        if (tileEntity != null) {
            tileEntity.setFacing(facing);
        }
    }

    @Override
    public void onBlockPlacedBy(final World worldIn, final BlockPos pos, final IBlockState state, final EntityLivingBase placer, final ItemStack stack) {
        setFacing(worldIn, pos, EnumFacing.getDirectionFromEntityLiving(pos, placer).getOpposite());
    }

    @Override
    public IBlockState getActualState(final IBlockState state, final IBlockAccess worldIn, final BlockPos pos) {
        return state.withProperty(FACING, getFacing(worldIn, pos));
    }

    @Override
    public void getSubBlocks(CreativeTabs item, NonNullList<ItemStack> items) {
        for (int i = 0; i < EnumDyeColor.values().length; i++) {
            items.add(new ItemStack(this, 1, i));
        }
    }

    @Override
    public boolean onBlockActivated(final World worldIn, final BlockPos pos, final IBlockState state, final EntityPlayer playerIn, final EnumHand hand, final EnumFacing side, final float hitX, final float hitY, final float hitZ)
    {
        final ItemStack heldItem = playerIn.getHeldItem(hand);

        if (!heldItem.isEmpty()) {
            final Optional<EnumDyeColor> dyeColour = DyeUtils.colorFromStack(heldItem);
            if (dyeColour.isPresent()) {
                final boolean success = recolorBlock(worldIn, pos, side, dyeColour.get());
                if (success && !playerIn.isCreative()) {
                    heldItem.shrink(1);
                }
                return true;
            }
        }
        return false;
    }
}
Spoiler

public class TileEntityCounter extends TileEntity {

    private EnumFacing facing = EnumFacing.NORTH;

    public EnumFacing getFacing() {
        return facing;
    }

    public void setFacing(final EnumFacing facing) {
        this.facing = facing;
        markDirty();
    }

    @Override
    public void readFromNBT(final NBTTagCompound compound) {
        super.readFromNBT(compound);
        facing = EnumFacing.getFront(compound.getInteger("facing"));
    }

    @Override
    public NBTTagCompound writeToNBT(final NBTTagCompound compound) {
        super.writeToNBT(compound);
        compound.setInteger("facing", facing.getIndex());
        return compound;
    }

    private void notifyBlockUpdate() {
        final IBlockState state = getWorld().getBlockState(getPos());
        getWorld().notifyBlockUpdate(getPos(), state, state, 3);
    }

    @Override
    public void markDirty() {
        super.markDirty();
        notifyBlockUpdate();
    }

    @Override
    public NBTTagCompound getUpdateTag() {
        return writeToNBT(new NBTTagCompound());
    }

    @Nullable
    @Override
    public SPacketUpdateTileEntity getUpdatePacket() {
        return new SPacketUpdateTileEntity(getPos(), 0, getUpdateTag());
    }

    @Override
    public void onDataPacket(final NetworkManager net, final SPacketUpdateTileEntity pkt) {
        readFromNBT(pkt.getNbtCompound());
        notifyBlockUpdate();
    }

    @Override
    public boolean shouldRefresh(final World world, final BlockPos pos, final IBlockState oldState, final IBlockState newSate) {
        return oldState.getBlock() != newSate.getBlock();
    }
}

These are the two java classes for the Block itself, and then the TileEntity.

Posted

Still stuck on this, I thought I figured out but the proper textures for each blockstate were not rendering properly. Just seeing if anyone has any ideas. Thanks.

Posted

I've been having issues with the repo right now. I duplicated some files accidentally, and some of the old files are still in it. Here is the blockstate and model file. The java classes are the ones posted above. Thanks.

Spoiler

{
  "forge_marker": 1,
  "defaults": {
    "model": "testmod:counter"
  },
  "variants": {
    "facing": {
      "down": {
        "x": 90
      },
      "up": {
        "x": 270
      },
      "north": {
        "y": 270
      },
      "south": {
        "y": 90
      },
      "east": {
        "y": 0
      },
      "west": {
        "y": 180
      }
    },
    "color": {
      "white": {
        "textures": {
          "top": "blocks/hardened_clay_stained_white"
        }
      },
      "orange": {
        "textures": {
          "top": "blocks/hardened_clay_stained_orange"
        }
      },
      "magenta": {
        "textures": {
          "top": "blocks/hardened_clay_stained_magenta"
        }
      },
      "light_blue": {
        "textures": {
          "top": "blocks/hardened_clay_stained_light_blue"
        }
      },
      "yellow": {
        "textures": {
          "top": "blocks/hardened_clay_stained_yellow"
        }
      },
      "lime": {
        "textures": {
          "top": "blocks/hardened_clay_stained_lime"
        }
      },
      "pink": {
        "textures": {
          "top": "blocks/hardened_clay_stained_pink"
        }
      },
      "gray": {
        "textures": {
          "top": "blocks/hardened_clay_stained_gray"
        }
      },
      "silver": {
        "textures": {
          "top": "blocks/hardened_clay_stained_silver"
        }
      },
      "cyan": {
        "textures": {
          "top": "blocks/hardened_clay_stained_cyan"
        }
      },
      "purple": {
        "textures": {
          "top": "blocks/hardened_clay_stained_purple"
        }
      },
      "blue": {
        "textures": {
          "top": "blocks/hardened_clay_stained_blue"
        }
      },
      "brown": {
        "textures": {
          "top": "blocks/hardened_clay_stained_brown"
        }
      },
      "green": {
        "textures": {
          "top": "blocks/hardened_clay_stained_green"
        }
      },
      "red": {
        "textures": {
          "top": "blocks/hardened_clay_stained_red"
        }
      },
      "black": {
        "textures": {
          "top": "blocks/hardened_clay_stained_black"
        }
      }
    }
  }
}

Spoiler

{
    "textures": {
        "particle": "blocks/concrete_white",
        "bottom": "blocks/concrete_white",
        "top": "blocks/hardened_clay_stained_red"
    },
    "display": {
        "gui": {
            "rotation": [ 30, 135, 0 ],
            "translation": [ 0, 0, 0 ],
            "scale": [ 0.625, 0.625, 0.625 ]
        },
        "ground": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ 0, 3, 0 ],
            "scale": [ 0.25, 0.25, 0.25 ]
        },
        "fixed": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ 0, 0, 0 ],
            "scale": [ 0.5, 0.5, 0.5 ]
        },
        "thirdperson_righthand": {
            "rotation": [ 75, 45, 0 ],
            "translation": [ 0, 2.5, 0 ],
            "scale": [ 0.375, 0.375, 0.375 ]
        },
        "thirdperson_lefthand": {
            "rotation": [ 75, 225, 0 ],
            "translation": [ 0, 2.5, 0 ],
            "scale": [ 0.375, 0.375, 0.375 ]
        },
        "firstperson_righthand": {
            "rotation": [ 0, 45, 0 ],
            "translation": [ 0, 0, 0 ],
            "scale": [ 0.40, 0.40, 0.40 ]
        },
        "firstperson_lefthand": {
            "rotation": [ 0, 225, 0 ],
            "translation": [ 0, 0, 0 ],
            "scale": [ 0.40, 0.40, 0.40 ]
        }
    },
    "elements": [
        {
            "name": "Cube",
            "from": [ 2.0, 0.0, 0.0 ],
            "to": [ 16.0, 14.0, 16.0 ],
            "faces": {
                "north": { "texture": "#bottom", "uv": [ 0.0, 0.0, 16.0, 14.0 ] },
                "east": { "texture": "#bottom", "uv": [ 1.0, 0.0, 15.0, 14.0 ] },
                "south": { "texture": "#bottom", "uv": [ 0.0, 0.0, 16.0, 14.0 ] },
                "west": { "texture": "#bottom", "uv": [ 1.0, 0.0, 15.0, 14.0 ] },
                "up": { "texture": "#bottom", "uv": [ 0.0, 0.0, 16.0, 14.0 ] },
                "down": { "texture": "#bottom", "uv": [ 0.0, 0.0, 16.0, 14.0 ] }
            }
        },
        {
            "name": "Cube",
            "from": [ 0.0, 14.0, 0.0 ],
            "to": [ 16.0, 16.0, 16.0 ],
            "faces": {
                "north": { "texture": "#top", "uv": [ 0.0, 0.0, 16.0, 2.0 ] },
                "east": { "texture": "#top", "uv": [ 0.0, 0.0, 16.0, 2.0 ] },
                "south": { "texture": "#top", "uv": [ 0.0, 0.0, 16.0, 2.0 ] },
                "west": { "texture": "#top", "uv": [ 0.0, 0.0, 16.0, 2.0 ] },
                "up": { "texture": "#top", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
                "down": { "texture": "#top", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }
            }
        }
    ]
}

 

Posted
On 12/16/2018 at 2:45 AM, Siqhter said:

@Override public IBlockState getActualState(final IBlockState state, final IBlockAccess worldIn, final BlockPos pos) { return state.withProperty(FACING, getFacing(worldIn, pos)); }

You are not including the color in your state here.

 

On 12/16/2018 at 12:13 AM, Siqhter said:

However, using the getSubBlocks method, the textures for all other 15 blocks are not registering.

What is your issue? Are item textures not there? Or those of blocks? If it's blocks then see above, otherwise you need to show how you are registering models for your itemblocks.

Posted
1 hour ago, V0idWa1k3r said:

You are not including the color in your state here.

Ok, so would I return COLOR and  FACING? Because right now it gives an error if I pass in COLOR.

Posted
17 minutes ago, Siqhter said:

Ok, so would I return COLOR and  FACING?

Yes.

18 minutes ago, Siqhter said:

Because right now it gives an error if I pass in COLOR.

What is the mysterious "it"? The compiler? The IDE? The game? If it's the first two then you should be able to fix it, since it's just a compile error and those are easily fixable with some java knowledge. If it's the latter then post the error log.

Posted

Sorry, I meant the IDE, as in the red underline. It still compiles. The only error I get is "withProperty()" in IBlockState cannot be applied  to: IProperty<T> COLOR (EnumDyeColor)".

Posted
53 minutes ago, Siqhter said:

It still compiles.

It can't because you have a syntax error that you've posted.

From the looks of the error you are passing wrong arguments to the method. See the method parameters and pass what it wants.

Posted

Well, this is what it says it expects in the error: block.properties.IProperty<T>.  But I don't think I really understand what it actually wants, other than COLOR, or rather what I'd pass in.

Posted

I assume just the method?

Spoiler

@Override
public IBlockState getActualState(final IBlockState state, final IBlockAccess worldIn, final BlockPos pos) {
    return state.withProperty(COLOR, FACING, getFacing(worldIn, pos));
}

 

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