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[Solved] Forge hangs with new block


BlockyPenguin

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So I created a new block, adapting it from RedstoneWireBlock in the vanilla code. Here's my code:

public class EnergyConduit extends Block {
	public static final BooleanProperty NORTH = BlockStateProperties.NORTH;
	public static final BooleanProperty EAST = BlockStateProperties.EAST;
	public static final BooleanProperty SOUTH = BlockStateProperties.SOUTH;
	public static final BooleanProperty WEST = BlockStateProperties.WEST;
	public static final BooleanProperty UP = BlockStateProperties.UP;
	public static final BooleanProperty DOWN = BlockStateProperties.DOWN;
	
	public static final IntegerProperty ENERGY = ModBlockStateProperties.CONDUIT_POWER_1000;
	
	public static final Map<Direction, BooleanProperty> CONNECTED_PROPERTY_MAP = Maps.newEnumMap(ImmutableMap.of(
		Direction.NORTH, NORTH,
		Direction.EAST, EAST,
		Direction.SOUTH, SOUTH,
		Direction.WEST, WEST
	));
	
	private final Set<BlockPos> blocksNeedingUpdate = Sets.newHashSet();
	
	public EnergyConduit() {
		super(Block.Properties.create(Material.IRON, MaterialColor.RED_TERRACOTTA)
			.hardnessAndResistance(3.0f)
			.sound(SoundType.LANTERN)
		);
		
		this.setDefaultState(this.stateContainer.getBaseState().with(NORTH, Boolean.valueOf(false)).with(EAST, Boolean.valueOf(false)).with(SOUTH, Boolean.valueOf(false)).with(WEST, Boolean.valueOf(false)).with(ENERGY, Integer.valueOf(0)));
		this.setRegistryName(new ResourceLocation(LabKit.MODID, "energy_conduit"));
	}
	
	public BlockState getStateForPlacement(BlockItemUseContext context) {
		return getConnectedState(context.getWorld(), context.getPos());
	}
	
	public BlockState updatePostPlacement(BlockState state, Direction facing, BlockState facingState, IWorld world, BlockPos currentPos, BlockPos facingPos) {
		return getConnectedState(world.getWorld(), currentPos);
	}
	
	private BlockState updateSurroundingConduits(World worldIn, BlockPos pos, BlockState state) {
		List<BlockPos> list = Lists.newArrayList(this.blocksNeedingUpdate);
		this.blocksNeedingUpdate.clear();
		
		for(BlockPos blockpos : list) {
			worldIn.notifyNeighborsOfStateChange(blockpos, this);
		}
		
		return state;
	}
	
	private void notifyConduitNeighborsOfStateChange(World worldIn, BlockPos pos) {
		if (worldIn.getBlockState(pos).getBlock() == this) {
			worldIn.notifyNeighborsOfStateChange(pos, this);
			
			for(Direction direction : Direction.values()) {
				worldIn.notifyNeighborsOfStateChange(pos.offset(direction), this);
			}
			
		}
	}
	
	public void onBlockAdded(BlockState state, World worldIn, BlockPos pos, BlockState oldState, boolean isMoving) {
		if (oldState.getBlock() != state.getBlock() && !worldIn.isRemote) {
			this.updateSurroundingConduits(worldIn, pos, state);
			
			for(Direction direction : Direction.Plane.VERTICAL) {
				worldIn.notifyNeighborsOfStateChange(pos.offset(direction), this);
			}
			
			for(Direction direction1 : Direction.Plane.HORIZONTAL) {
				this.notifyConduitNeighborsOfStateChange(worldIn, pos.offset(direction1));
			}
			
			for(Direction direction2 : Direction.Plane.HORIZONTAL) {
				BlockPos blockpos = pos.offset(direction2);
				if (worldIn.getBlockState(blockpos).isNormalCube(worldIn, blockpos)) {
					this.notifyConduitNeighborsOfStateChange(worldIn, blockpos.up());
				} else {
					this.notifyConduitNeighborsOfStateChange(worldIn, blockpos.down());
				}
			}
			
		}
	}
	
	@SuppressWarnings("deprecation")
	public void onReplaced(BlockState state, World worldIn, BlockPos pos, BlockState newState, boolean isMoving) {
		if (!isMoving && state.getBlock() != newState.getBlock()) {
			super.onReplaced(state, worldIn, pos, newState, isMoving);
			if (!worldIn.isRemote) {
				for(Direction direction : Direction.values()) {
					worldIn.notifyNeighborsOfStateChange(pos.offset(direction), this);
				}
				
				this.updateSurroundingConduits(worldIn, pos, state);
				
				for(Direction direction1 : Direction.Plane.HORIZONTAL) {
					this.notifyConduitNeighborsOfStateChange(worldIn, pos.offset(direction1));
				}
				
				for(Direction direction2 : Direction.Plane.HORIZONTAL) {
					BlockPos blockpos = pos.offset(direction2);
					if (worldIn.getBlockState(blockpos).isNormalCube(worldIn, blockpos)) {
						this.notifyConduitNeighborsOfStateChange(worldIn, blockpos.up());
					} else {
						this.notifyConduitNeighborsOfStateChange(worldIn, blockpos.down());
					}
				}
				
			}
		}
	}
	
	public void neighborChanged(BlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos, boolean isMoving) {
		if (!worldIn.isRemote) {
			if (state.isValidPosition(worldIn, pos)) {
				this.updateSurroundingConduits(worldIn, pos, state);
			} else {
				spawnDrops(state, worldIn, pos);
				worldIn.removeBlock(pos, false);
			}
			
		}
	}
	
	@SuppressWarnings("deprecation")
	protected static boolean canConnectTo(BlockState blockState, IBlockReader world, BlockPos pos, @Nullable Direction side) {
		Block block = blockState.getBlock();
		if (block == ModBlocks.ENERGY_CONDUIT) {
			return true;
		} else if (block.hasTileEntity() && world.getTileEntity(pos).getCapability(CapabilityEnergy.ENERGY).isPresent()) {
			return true;
		} else {
			return blockState.canConnectRedstone(world, pos, side) && side != null;
		}
	}
	
	public BlockRenderLayer getRenderLayer() {
		return BlockRenderLayer.CUTOUT;
	}
	
	protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
		builder.add(NORTH, EAST, SOUTH, WEST, ENERGY);
	}
	
	private BlockState getConnectedState(World world, BlockPos pos) {
		BlockState returnState = this.getDefaultState();
		
		if(world.getBlockState(pos.north()).getBlock() == ModBlocks.ENERGY_CONDUIT) {
			returnState = returnState.with(NORTH, Boolean.valueOf(true));
		}
		
		if(world.getBlockState(pos.east()).getBlock() == ModBlocks.ENERGY_CONDUIT) {
			returnState = returnState.with(EAST, Boolean.valueOf(true));
		}
		
		if(world.getBlockState(pos.south()).getBlock() == ModBlocks.ENERGY_CONDUIT) {
			returnState = returnState.with(SOUTH, Boolean.valueOf(true));
		}
		if(world.getBlockState(pos.west()).getBlock() == ModBlocks.ENERGY_CONDUIT) {
			returnState = returnState.with(WEST, Boolean.valueOf(true));
		}
		
		if(world.getBlockState(pos.up()).getBlock() == ModBlocks.ENERGY_CONDUIT) {
			returnState = returnState.with(UP, Boolean.valueOf(true));
		}
		
		if(world.getBlockState(pos.down()).getBlock() == ModBlocks.ENERGY_CONDUIT) {
			returnState = returnState.with(DOWN, Boolean.valueOf(true));
		}
		
		return returnState;
	}
}

 

But when I launch Minecraft, forge just hangs after printing this to the console:

[modloading-worker-1/DEBUG] [ne.mi.fm.ja.FMLModContainer/LOADING]: Completed Automatic event subscribers for forge

 

What have I done wrong? I've added some breakpoints and it seems that it never actually registers the block.

Edited by BlockyPenguin

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

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Oh ok, yeah, I didn't think about that, but it makes sense. I was hoping to keep the power stored in a blockstate to avoid using a tile entity. Do you know if it's still possible do that?

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

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3 minutes ago, BlockyPenguin said:

I was hoping to keep the power stored in a blockstate to avoid using a tile entity

Do not do that, that's exactly why tile entities exist.

It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".

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55 minutes ago, BlockyPenguin said:

I was trying to avoid lag, but okay :)

Non-ticking TEs do not generate appreciable amounts of lag.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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.

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