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Posted

Ok, thanks that was very helpful. Everything in that post however I was already implementing, except one method, but I think it's still not syncing. Is that everything I have to do in the TE?

If I'm pulling the color from the TE

Spoiler

@Override
public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos) {
    super.getActualState(state, worldIn, pos);
    TileEntityCounter tileEntity = (TileEntityCounter) worldIn.getTileEntity(pos);
    EnumDyeColor color = tileEntity.getColor();

    return state.withProperty(COLOR, color);
}

Then I don't know how to get the data for each color, it just returns what I defined color as

Spoiler

private EnumDyeColor color = EnumDyeColor.RED;

 

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Posted

This is everything updated in the tileentity class. I guess I'm just not understanding something.

Spoiler

private EnumDyeColor color = EnumDyeColor.RED;

public EnumDyeColor getColor()
{
    return this.color;
}

public void setColor(EnumDyeColor color)
{
    this.color = color;
    this.markDirty();
}

@Override
public void readFromNBT(NBTTagCompound compound) {
    super.readFromNBT(compound);
    this.color = EnumDyeColor.byMetadata(compound.getInteger("color"));
}

@Override
public NBTTagCompound writeToNBT(NBTTagCompound compound) {
    super.writeToNBT(compound);
    compound.setInteger("color", this.color.getMetadata());
    return compound;
}

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

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

public NBTTagCompound getUpdateTag()
{
    return this.writeToNBT(new NBTTagCompound());
}

public SPacketUpdateTileEntity getUpdatePacket()
{
    return new SPacketUpdateTileEntity(this.pos, 11, this.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();
}

 

Posted
3 hours ago, Siqhter said:

this.color = EnumDyeColor.byMetadata(compound.getInteger("color"));

what if the compound doesn't have the "color" integer?

3 hours ago, Siqhter said:

public NBTTagCompound getUpdateTag() { return this.writeToNBT(new NBTTagCompound()); } public SPacketUpdateTileEntity getUpdatePacket() { return new SPacketUpdateTileEntity(this.pos, 11, this.getUpdateTag()); }

Why aren't these @Overrides?

 

Where are you actually calling the sync from?
This is pretty much just another bunch of reasons to use seperate blocks

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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
12 hours ago, Cadiboo said:

This is pretty much just another bunch of reasons to use seperate blocks

I know, but I had used a tileentity to store facing values, and I'm just confused on how to literally swap the color and facing properties, not saying I'm going to keep it this way, just want to finish it how I started it.

12 hours ago, Cadiboo said:

what if the compound doesn't have the "color" integer?

Could you explain what you mean here?

Posted

Here is the latest block code

Spoiler

public EnumDyeColor getColor(final IBlockAccess world, final BlockPos pos)
{
    final TileEntityCounter tileEntity = getTileEntity(world, pos);
    return tileEntity != null ? tileEntity.getColor() : EnumDyeColor.RED;
}

public void setColor(final IBlockAccess world, final BlockPos pos, final EnumDyeColor color)
{
    final TileEntityCounter tileEntity = getTileEntity(world, pos);
    if (tileEntity != null) {
        tileEntity.setColor(color);
    }
}

@Override
public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) {
    setColor(worldIn, pos, getColor(worldIn, pos));
}

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

 

Posted

Sorry I had changed that method around before and I forgot it wasn't doing anything. That works now, just wondering why this method, when dye is applied, changes the block to a random color and not the corresponding one.

Spoiler

@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);
    TileEntity tileEntity = worldIn.getTileEntity(pos);
    ItemStack stack = playerIn.getHeldItem(hand);
    int meta = stack.getMetadata();

    if (tileEntity instanceof TileEntityCounter) {
        TileEntityCounter tileEntityCouch = (TileEntityCounter) tileEntity;
        if (!heldItem.isEmpty()) {
            if (heldItem.getItem() instanceof ItemDye) {
                ((TileEntityCounter) tileEntity).setColor(EnumDyeColor.byMetadata(meta));
                if (!playerIn.isCreative()) {
                    heldItem.shrink(1);
                }
                return true;
            }
        }
    }
    return false;
}

 

Posted (edited)

If tile entity is not saving the color on quitting the map, would that be a sync issue? Not sure why it just started.

Nevermind.

Edited by Siqhter
Posted

It worked when I was storing color in metadata, but not now that it's store in a TE.

@Override
public void getDrops(NonNullList<ItemStack> drops, IBlockAccess world, BlockPos pos, IBlockState state, int fortune) {
    drops.add(new ItemStack(this, 1, this.getMetaFromState(state)));
}
Posted
3 minutes ago, diesieben07 said:

Well, yes, you now don't store anything in the metadata, so calling getMetaFromState does not do anything.

I know, I was just showing you what method I was using previously and I'm wondering how to update it. I tried calling getColor from the tileentity, but still stuck.

Posted (edited)
3 hours ago, diesieben07 said:

Tile entities are for blocks. Not items.

Oh I see what you mean. When I do use metadata to get the color for the block drop, it returns a random color, not the correct one. I fixed this earlier with byDyeDamage, but I don't know how to do it in this context.

Edited by Siqhter
Posted

How are you getting the meta now?

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

Posted
15 minutes ago, Cadiboo said:

How are you getting the meta now?

I'm storing the color property in a tileentity. But I don't know if that's what you're asking for. This works fine for getting the block's correct color state when placed.

Spoiler

public EnumDyeColor getColor(final IBlockAccess world, final BlockPos pos)
{
    final TileEntityColored tileEntity = getTileEntity(world, pos);
    return tileEntity != null ? tileEntity.getColor() : EnumDyeColor.RED;
}

public void setColor(final IBlockAccess world, final BlockPos pos, final EnumDyeColor color)
{
    final TileEntityColored tileEntity = getTileEntity(world, pos);
    if (tileEntity != null) {
        tileEntity.setColor(color);
    }
}

@Override
public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) {
    int meta = stack.getMetadata();
    setColor(worldIn, pos, EnumDyeColor.byMetadata(meta));
}

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

 

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