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Posted (edited)

I created a block with property integer that contains about 41 ints and property direction.

My problem is the property integer does not save, there isn't enough space for the property integer in getMetaFromState because there are only under 15 spaces can be used (correct me if I'm wrong).

Is it something to do with getActualState()?

If yes, how?

Edited by poopoodice
Posted

In my case the property integer was for modeling use, which means it can't be stored in the tileentity because it needs to be in the block so I can declare the model with blockstate. So apparently the data can't be stored in the tileentity.

Posted
 
 
 
 
4 hours ago, diesieben07 said:

You can use getExtendedState for model-only data. The data still needs to be stored in the tile entity, but you can transfer it to the model using getExtendedState.

I've read about getEctendedState

Here is the example given from forge doc

@Override
public IExtendedBlockState getExtendedState(IBlockState state, IBlockAccess world, BlockPos pos) {
    IExtendedBlockState ext = (IExtendedBlockState) state;
    TileEntity te = world.getTileEntity(pos);
    if (te instanceof MyTE) {
        ext = ext.withProperty(UNLISTED_PROP, ((MyTE) te).getSomeImmutableData());
    }
    return ext;
}

I don't really understand what does

((MyTE) te).getSomeImmutableData());

this means? And why do I need to change

IExtendedBlockState

to

IBlockState

otherwise minecraft crashes?

Posted

I'm now using getActualState in my block class:

    @Override
    public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos) 
    {
	    TileEntity te = worldIn.getTileEntity(pos);
        if (te instanceof TileEntityTimer) 
        {
            state = state.withProperty(SECOND, ((TileEntityTimer) te).tick / 20);
        }
        return state;
    }

and here's the onUpdate() in my tile entity class

	public int tick = 800;

	@Override
	public void update() 
	{
		if(!world.isRemote)
		{
			this.tick--;
			PropertyInteger SECOND = Timer.SECOND;
			if (this.tick <= 0)
			{
				world.setBlockToAir(getPos())
			}
		}
	}

When 40 second is up, the block will be set to air, before that, the model of the timer will be changed each second depends on how many seconds has left.

Although the tileentity is working (it is counting down correctly), getActualState has not changed each second.

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