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

[1.16.4] Block not rendering as transparent


Recommended Posts

Hi, I'm trying to make a partly transparent block, but the areas that are supposed to be transparent are just black.

 

Block class:

package linky132.waywardcraft.common.block;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.block.material.Material;
import net.minecraft.entity.LivingEntity;
import net.minecraft.item.ItemStack;
import net.minecraft.state.EnumProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.state.properties.RedstoneSide;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.world.IBlockReader;
import net.minecraft.world.World;

import javax.annotation.Nullable;

public class BlockSaltDust extends Block {
    // Create block properties
    public static final EnumProperty<RedstoneSide> NORTH = BlockStateProperties.REDSTONE_NORTH;
    public static final EnumProperty<RedstoneSide> EAST = BlockStateProperties.REDSTONE_EAST;
    public static final EnumProperty<RedstoneSide> SOUTH = BlockStateProperties.REDSTONE_SOUTH;
    public static final EnumProperty<RedstoneSide> WEST = BlockStateProperties.REDSTONE_WEST;

    // Create bounding box shape
    private static final VoxelShape SHAPE = Block.makeCuboidShape(0.0d, 0.0d, 0.0d, 16.0d, 1.0d, 16.0d); // 1.0d = 1 pixel

    @Override
    protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
        builder.add(NORTH, EAST, SOUTH, WEST);
    }

    public BlockSaltDust(Material material) { // Block constructor
        super(Properties.create(material).hardnessAndResistance(0.0f, 0.0f)); // Use material provided in the RegistryHandler class and set hardness and resistance
        this.setDefaultState(this.stateContainer.getBaseState().with(NORTH, RedstoneSide.NONE).with(EAST, RedstoneSide.NONE).with(SOUTH, RedstoneSide.NONE).with(WEST, RedstoneSide.NONE)); // Set the default states for the block
    }

    // Apply bounding box shape
    @Override
    public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        return SHAPE;
    }

    @Override
    public void onBlockPlacedBy(World worldIn, BlockPos pos, BlockState state, @Nullable LivingEntity placer, ItemStack stack) {
        super.onBlockPlacedBy(worldIn, pos, state, placer, stack);

            // Check if the block placed was on the north or south side. If it was, set the NORTH and SOUTH properties to SIDE.
            if (worldIn.getBlockState(pos.offset(Direction.NORTH)).getBlock() != Blocks.AIR || worldIn.getBlockState(pos.offset(Direction.SOUTH)).getBlock() != Blocks.AIR) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.SIDE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.SIDE));
            }

            // Check if the block placed was on the east or west side. If it was, set the EAST and WEST properties to SIDE.
            if (worldIn.getBlockState(pos.offset(Direction.EAST)).getBlock() != Blocks.AIR || worldIn.getBlockState(pos.offset(Direction.WEST)).getBlock() != Blocks.AIR) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.SIDE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.SIDE));
            }
        }

    @Override
    public void neighborChanged(BlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos, boolean isMoving) {
        super.neighborChanged(state, worldIn, pos, blockIn, fromPos, isMoving);

        Block adjacentBlock = worldIn.getBlockState(fromPos).getBlock(); // Save neighboring block to variable

        if (adjacentBlock == Blocks.AIR) { // Check if the neighboring block is air (i.e. if the block next to the salt was destroyed)

            // Check if the block destroyed was on the north or south side. If it was, set the NORTH and SOUTH properties to NONE.
            if (pos.offset(Direction.NORTH).equals(fromPos) || pos.offset(Direction.SOUTH).equals(fromPos)) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.NONE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.NONE));
            }

            // Check if the block destroyed was on the east or west side. If it was, set the EAST and WEST properties to NONE.
            if (pos.offset(Direction.EAST).equals(fromPos) || pos.offset(Direction.WEST).equals(fromPos)) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.NONE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.NONE));
            }

        } else { // If the neighboring block is anything but air, do this
            //TODO: Change the else statement to an else if statement and exclude certain blocks that salt shouldn't connect to (e.g. fluids, gases, etc.)

            // Check if the block placed was on the north or south side. If it was, set the NORTH and SOUTH properties to SIDE.
            if (pos.offset(Direction.NORTH).equals(fromPos) || pos.offset(Direction.SOUTH).equals(fromPos)) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.SIDE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.SIDE));
            }

            // Check if the block placed was on the east or west side. If it was, set the EAST and WEST properties to SIDE.
            if (pos.offset(Direction.EAST).equals(fromPos) || pos.offset(Direction.WEST).equals(fromPos)) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.SIDE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.SIDE));
            }
        }
    }
}

 

Block model:

{
    "ambientocclusion": false,
	"textures": {
		"line": "waywardcraft:block/salt_dust",
		"particle": "waywardcraft:block/salt_dust"
	},
	"elements": [
		{
			"from": [0, 0.25, 0],
			"to": [16, 0.25, 16],
			"shade": false,
			"faces": {
				"up": {"uv": [0, 0, 16, 16], "texture": "#line"},
				"down": {"uv": [0, 0, 16, 16], "texture": "#line"}
			}
		}
	]
}

 

Block texture: https://imgur.com/a/SCKJ5TJ

 

And here's what the block looks like when placed in the game:

2tmfsXR.thumb.png.e1e568ffbf6afb834b54ab03de42e4dc.png

 

I'd really appreciate any help. Thanks!

Edited by Linky132
Link to post
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.

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.



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • So I had no clue what topic to put this under because its not really modding with forge but modding forge itself. So I have terrain generation mods that are only server side and Bungeecord that has Geyser packet translator so people on bedrock edition can play as well, but when a bedrock player connects it gets a unknown packet error. I tested the proxy on a Spigot server verifying it was forge. With no mods installed I still get the error. I got a wireshark log of it all and I found the packet where it aborts the connection due to the invalid packet but I have no clue how to stop it. When I still had the mods installed I disabled the forge handshake protocol but it did not fix the issue. If you know what part of forge is doing this or a way to fix it all together that would be awesome. I know modifying forge can end really baddy (definitely the handshake protocol) but I think that is my only fix here. Im open to any suggestions tho. I have run out of ideas to fix it so any help would be nice. Also it seems the packet id causing the connection error is 0xFE but im not sure cause the client also sends back a packet with that ID. I have a whole bunch of info collected so if you need any more information on the issue, I willing to give it, just not the ips on the wireshark log.
    • Okay, I got it working correctly now, but I'm not sure how to make it work with multiple blocks.   My Block Code:   package expanded.blocks; import javax.annotation.Nullable; import expanded.VanillaBuildingBlocks; import net.minecraft.block.BlockState; import net.minecraft.block.RotatedPillarBlock; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.item.ItemStack; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraftforge.common.ToolType; public class CustomLog extends RotatedPillarBlock {            public CustomLog(Properties properties) {         super(properties);     }      @Override     @Nullable     public BlockState getToolModifiedState(BlockState state, World world, BlockPos pos, PlayerEntity player, ItemStack stack, ToolType toolType) {         return toolType == ToolType.AXE ? VanillaBuildingBlocks.acacia_log.defaultBlockState() : null;     } }
    • ? Registering the block and overriding a function inside the class are two completely different things
    • Ya but I'm not sure how I would actually add/implement it into the class correctly, and then registering the block correctly in my register class.
    • This tutorial from 1.12.2 is as easy as anyone could possibly explain it, it hasn't changed much til now except some slight changes here and there for you to figure out, it's pretty straightforward (https://www.planetminecraft.com/blog/forge-tutorial-capability-system/). Obviously instead of mana you'd just replace it with whatever else you're doing. All a capability is in essence is the ability to serialize/deserialize standard data types to an entity. When the player dies the game creates a new instance of a PlayerEntity object so your data won't automatically "transfer" over to that new object unless as you say, you copy the data over in an event hook. After you have this set up, if you want to access the data you store in player capabilities you create a class with a static get function that retrieves it.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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