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Help with porting BlockPhysics mod from 1.6.2 to 1.12.


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Hi, my name is Stanislav. I'm new to modding, but I'm familiar with Java (a little bit, to be objective). This is my first encounter with modding to be fair.

I am trying to port a very old mod called BlockPhysics from version 1.6.2 to version 1.12. I know it is tricky and hard, but I want to try anyway, because the creator seems to quit modding.
Here is the mod on github: https://github.com/vidplace7/BlockPhysics

There was about 1000 errors in a class file that I'm trying to repair now, and now there are about 500, so there is some (small) progress x)
There are many fields/methods or even data-types in the old forge/minecraft that are missing int the new versions of this two.

Here are some of them:

EntityTracker#movingblocks    // no such field
World#setBlock()    // no such method
Facing    // no such class
EntityfallingBlock#bpdata    // no such field in this class
EntityfallingBlock#slideDir    // no such field in this class
Block#getOrientation(int)    // no such method
Block#isIndirectlyPowered(World, int, int, int, int)	// no such method
ItemStack#stackSize    // no such field
Item#redstone    // no such field
Explosion#explosionSize    // no such field
EnchantmentProtection#func_92092_a(Entity, double)    // some obfuscated method (from github: https://github.com/vidplace7/BlockPhysics/blob/master/src/blockphysics/BlockPhysics.java)
ExtendedBlockStorage#getExtBlockID()    // no such method
ExtendedBlockStorage#getExtBlockMetadata()    // no such method
World#moveTickList // no such field

Maybe you could help me. I would appreciate it very much.

I figured out some minor issues, like "Block.grass" should be changed to "Blocks.GRASS", or method names have changed, I always check for similar methods, or instead of coordinates a method may ask for BlockPos, those are not a big deal.

Thank you.

Edited by st4s1k
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I’m pretty sure someone already ported it. You can use MCP to find the changed mappings on espernet or on discord. The Block+Mets system was changed to the BlockState system in 1.8. Also models &

If it’s not from CurseForge/minecraft forums it’s probably a scam

No. Metadata has been replaced by IBlockState. IBlockState consists of a Block and a set of property-value pairs. For example: Stone blocks have a variant property (BlockStone.VARIANT) that tells you

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I’m pretty sure someone already ported it. You can use MCP to find the changed mappings on espernet or on discord.

The Block+Mets system was changed to the BlockState system in 1.8. Also models & everything related to rendering changed

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28 minutes ago, Cadiboo said:

I’m pretty sure someone already ported it. You can use MCP to find the changed mappings on espernet or on discord.

The Block+Mets system was changed to the BlockState system in 1.8. Also models & everything related to rendering changed

Yes, it seems like there are some similar mods, not sure that they are completely the same, but maybe something that will satisfy me, because I just wanted a block physics mod for my server =D

Thank you!

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14 hours ago, st4s1k said:

Nope... It looks like it's a scam... https://www.minecraftresource.com/block-physics-mod/

 

Hate pages like this :D

If it’s not from CurseForge/minecraft forums it’s probably a scam

Edited by diesieben07
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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.

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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Do you know, how can I replace this deprecated method?
 

if ( par1Block.getRenderType() == 18) {

 

Also, you said that :

Quote

everything related to rendering changed

Where can I get informed more about rendering?

There is a datatype that I cannot find replacement to:

RenderBlocks
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Just now, st4s1k said:

Is StateID and Meta the same thing?

No. Metadata has been replaced by IBlockState. IBlockState consists of a Block and a set of property-value pairs. For example: Stone blocks have a variant property (BlockStone.VARIANT) that tells you which type of stone (stone, granite, etc.) it is. Metadata remains in the methods getMetaFromState (encode block state into metadata) and getStateFromMeta (decode metadata into block state). These methods are internal to the block and should not be used from the outside.

Same as with Block IDs, they can and will change. Do not use them unless you really know what you are doing. The StateID is a combination of block ID and metadata that is used for saving to disk by Minecraft. Same rule applies, do not use it unless you really know what you are doing.

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Currently I'm "porting" in e very primitive way:

class xWorld extends World {

   protected xWorld(ISaveHandler saveHandlerIn, WorldInfo info, WorldProvider providerIn, Profiler profilerIn, boolean client) {
      super(saveHandlerIn, info, providerIn, profilerIn, client);
   }

   public boolean setBlock(int x, int y, int z, Block block, int meta, int flags) {
      BlockPos blockPos = new BlockPos(x, y, z);

      return setBlockState(
            blockPos,
            block.getDefaultState(),
            flags
      );
   }

   public Block getBlock(int x, int y, int z) {
      return getBlockState(new BlockPos(x, y, z)).getBlock();
   }

   public int getBlockMetadata(int x, int y, int z) {
      return getBlock(x, y, z).getMetaFromState(getBlockState(new BlockPos(x, y, z)));
   }

   public TileEntity getTileEntity(int x, int y, int z) {
      return super.getTileEntity(new BlockPos(x, y, z));
   }

   public void removeTileEntity(int x, int y, int z) {
      super.removeTileEntity(new BlockPos(x, y, z));
   }

   @Override
   protected IChunkProvider createChunkProvider() {
      return this.createChunkProvider();
   }

   @Override
   protected boolean isChunkLoaded(int x, int z, boolean allowEmpty) {
      return this.isChunkLoaded(x, z, allowEmpty);
   }
}

 

What do you think?

Edited by st4s1k
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1 minute ago, diesieben07 said:

I am not sure what you are trying to accomplish there. Custom world classes are a pretty bad idea, unless we are talking about fake worlds, which are difficult to make.

It's just a wrapping class which maps old methods to the new ones.

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3 minutes ago, diesieben07 said:

Yeah, but it's not going to do anything, since nobody will use this class.

Actually, I have changed all "World" (case sensitive) occurrences to xWorld (custom), in the *.java file I'm editing now. Using find and replace. Also I took care of imports, because it got changed too, so I changed it back.

 

for example:

public static boolean setBlockBPdata( final xWorld world, final int par1, final int par2, final int par3, final int par4 )
{
   if (par1 >= -30000000 && par3 >= -30000000 && par1 < 30000000 && par3 < 30000000)
   {
      if (par2 < 0)
      {
         return false;
      }
      else if (par2 >= 256)
      {
         return false;
      }
      else
      {
         final Chunk chunk = world.getChunkFromChunkCoords(par1 >> 4, par3 >> 4);
         final int j1 = par1 & 15;
         final int k1 = par3 & 15;
         return (Boolean) BlockPhysics.asmHelper.invoke(chunk, "setBlockBPdata", j1, par2, k1, par4);
      }
   }
   else
   {
      return false;
   }
}
Edited by st4s1k
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Just now, diesieben07 said:

It's not necessarily "bad practice", it just doesn't work.

Well this method and class are located in the same class:

public class BlockPhysics

 

Also xWorld extends World and World objects can be assigned to xWorld objects without conflict, if understand you correctly.

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5 minutes ago, st4s1k said:

Also xWorld extends World and World objects can be assigned to xWorld objects without conflict, if understand you correctly.

If xWorld extends World that means any xWorld can be assigned to a World. The opposite (what you said) is not true.

Example:

class Shape

class Rectangle extends Shape

 

Every Rectangle is a Shape, but not every Shape is a Rectangle.

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Just now, diesieben07 said:

Items.REDSTONE.

Thanks
 

 

1 minute ago, diesieben07 said:

If xWorld extends World that means any xWorld can be assigned to a World. The opposite (what you said) is not true.

Example:

class Shape

class Rectangle extends Shape

 

Every Rectangle is a Shape, but not every Shape is a Rectangle.

 

You're right. I don't have any conflict because all methods are used inside the same class.

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I noticed that World.playSound method is empty:

public void playSound(double x, double y, double z, SoundEvent soundIn, SoundCategory category, float volume, float pitch, boolean distanceDelay)
{
}

 

Do you know why is that?

I'm trying to replace this method:

xworld.playSoundEffect(i + 0.5F, j + 0.5F, k + 0.5F, block.stepSound.getBreakSound(), (block.stepSound.getVolume() + 1.0F) / 2.0F, block.stepSound.getPitch() * 0.8F);
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