Jump to content

[1.12.2] Block PropertyInteger saving


poopoodice

Recommended Posts

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
Link to comment
Share on other sites

 
 
 
 
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?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.