Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[Solved]Multi texture block bug in inventory


decebaldecebal
 Share

Recommended Posts

Hello forge community, I have created a multi textured block that is based on the furnace code.It basically works the same as the furnace, but with different recipes.The problem I have is that the texture on the block works well when it is placed in the world, but when it is in my hand or inventory, the texture does not render correctly.Here is a screenshot that shows exactly what I mean:

nm4Z6l3.jpg

 

The code to my block class is located here:

http://pastebin.com/eeMPk18v

 

Any help with this would be greatly appreciated.

 

Also, I have found another small bug with this block.I have made some custom fuels that can run into this custom furnace, some of them which have a very long burn time.The bug I found is that if I have an item that burns for let's say 30 seconds, and it burns half way through, after I exit the world and re-log back in, the flaming animation from the furnace fuel progress bar is back in the starting position, and not in the middle as it was before.After I wait another 14 seconds, the flame starts to go down very fast and finally it stops when the item is fully burned.I have no idea how to fix this bug.

 

I repeat that I have done exactly everything as the furnace does things, but it seems to not work properly.

Link to comment
Share on other sites

Also, I have found another small bug with this block.I have made some custom fuels that can run into this custom furnace, some of them which have a very long burn time.The bug I found is that if I have an item that burns for let's say 30 seconds, and it burns half way through, after I exit the world and re-log back in, the flaming animation from the furnace fuel progress bar is back in the starting position, and not in the middle as it was before.After I wait another 14 seconds, the flame starts to go down very fast and finally it stops when the item is fully burned.I have no idea how to fix this bug.

 

I repeat that I have done exactly everything as the furnace does things, but it seems to not work properly.

This bug is present in vanilla furnaces too last time I checked. If anyone knows a fix, I could use it too, but I've kind of given up on it myself.

Read my thoughts on my summer mod work and tell me what you think!

http://www.minecraftforge.net/forum/index.php/topic,8396.0.html

 

I absolutely love her when she smiles

Link to comment
Share on other sites

This bug is present in vanilla furnaces too last time I checked. If anyone knows a fix, I could use it too, but I've kind of given up on it myself.

 

Well I kind of tested it with a normal furnace and couldn't find any problem with the animation, maybe the fuel I used didn't burn for long enough if you say that this happens with Vanilla too...

Link to comment
Share on other sites

I meant the second bug. That's why I quoted you mentioning the second bug.

Put a piece of coal and 8 iron in a vanilla furnace and wait till 4 pieces have been smelted. The fire will have burned down halfway. Exit the world, then log back in, and you will notice the fire is full again, and will drop rapidly when it reaches the last item to be smelted.

Read my thoughts on my summer mod work and tell me what you think!

http://www.minecraftforge.net/forum/index.php/topic,8396.0.html

 

I absolutely love her when she smiles

Link to comment
Share on other sites

I have a solution for the second bug, but I'm stuck on the first myself.

 

The bug is caused because the fuel value of the last item burnt isn't written to NBT, and is read by looking at the item in the slot when the tile entity is loaded. All's well and good if that item is the same as before, but if the stack ran out then it defaults to 200 to avoid zero division.

 

Adding a new tag in the writeToNBT() and readFromNBT() methods seemed to solve it:

 

public void writeToNBT( NBTTagCompound tagCompound )
{
	super.writeToNBT( tagCompound );

	tagCompound.setShort( "BurnTime", (short) furnaceBurnTime );
	tagCompound.setShort( "CookTime", (short) furnaceCookTime );
	tagCompound.setShort( "ItemBurnTime", (short) currentItemBurnTime );        // <- this

	// add inventory and shizzle
}

public void readFromNBT( NBTTagCompound tagCompound )
{
	super.readFromNBT( tagCompound );
   
	// read inventory and shizzle

	furnaceBurnTime = tagCompound.getShort( "BurnTime" );
	furnaceCookTime = tagCompound.getShort( "CookTime" );
	currentItemBurnTime = tagCompound.getShort( "ItemBurnTime" );        // <- and this
}

 

... or something along those lines.

Link to comment
Share on other sites

What is the metadata of the block when it's in your hand?

given that this is how you call the front texture this should probably be thought about. (I'm guessing 0 and that it is rendering on the bottom of the item)

 

hint:

if you want to see the metadata in minecraft (sans NEI), just hold F3 and press H

Link to comment
Share on other sites

What is the metadata of the block when it's in your hand?

given that this is how you call the front texture this should probably be thought about. (I'm guessing 0 and that it is rendering on the bottom of the item)

 

hint:

if you want to see the metadata in minecraft (sans NEI), just hold F3 and press H

 

Well the metada of the block is 0, so I will try to check if the metadata is 0 and render that texture, but the problem is how to stop this happening in the world also.I will try it and see if it works.

Link to comment
Share on other sites

OK, so it seems that everything is fixed now.For the side, I added another check when the metadata is 0 and the side is 3, and that seems to work perfectly fine, in the inventory it looks like the furnace, and in the world everything works perfectly.

 

Also I added to the NBT data what Homletmoo said:

 

Adding a new tag in the writeToNBT() and readFromNBT() methods seemed to solve it:

 

public void writeToNBT( NBTTagCompound tagCompound )
{
	super.writeToNBT( tagCompound );

	tagCompound.setShort( "BurnTime", (short) furnaceBurnTime );
	tagCompound.setShort( "CookTime", (short) furnaceCookTime );
	tagCompound.setShort( "ItemBurnTime", (short) currentItemBurnTime );        // <- add this

	// add inventory and shizzle
}

public void readFromNBT( NBTTagCompound tagCompound )
{
	super.readFromNBT( tagCompound );
   
	// read inventory and shizzle

	furnaceBurnTime = tagCompound.getShort( "BurnTime" );
	furnaceCookTime = tagCompound.getShort( "CookTime" );

                currentItemBurnTime = getItemBurnTime(this.furnaceItemStacks[1]);     // <- if you have this delete it and

	currentItemBurnTime = tagCompound.getShort( "ItemBurnTime" );        // <- add this
}

 

Thanks for the help guys!

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
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.

 Share



×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.