klemjul 0 Report post Posted Tuesday at 12:56 PM Hi thereI I'm new to mod creation and i'm having a problem. I'm trying to create a chair who is facing the player when block is added. I watched on Forge Anvil, furnace ... to success, and actualy my code work on client side, but not server side, the chair is replaced by the server when i place it. Here is my code public class zdermodBlockFacing extends Block { public static final PropertyDirection FACING = BlockHorizontal.FACING; public boolean isOpaque = true; public boolean isFacing = false; @Override public boolean isOpaqueCube(IBlockState iBlockState) { return isOpaque; } public zdermodBlockFacing(String name, Material materialIn, float hardness, float resistance, int harvestLevel, String harvestType) { super(materialIn); setRegistryName(name).setUnlocalizedName(name); setHardness(hardness); setResistance(resistance); setHarvestLevel(harvestType, harvestLevel); this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH)); ModBlocks.INSTANCE.getBlocks().add(this); setCreativeTab(mainClass.modtab); // pickaxe ,axe, shovel // 0 -> Pioche bois , 1-> Pierre, 2-> Fer, 3-> Diamant } @Override public IBlockState getStateFromMeta(int meta) { return this.getDefaultState(); } @Override public int getMetaFromState(IBlockState state) { EnumFacing facing=state.getValue(FACING); int meta=((EnumFacing)state.getValue(FACING)).getIndex(); return meta; } @Override protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] { FACING}); } @Override public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state) { this.setDefaultFacing(worldIn, pos, state); } private void setDefaultFacing(World worldIn, BlockPos pos, IBlockState state) { if (!worldIn.isRemote) { IBlockState iblockstate = worldIn.getBlockState(pos.north()); IBlockState iblockstate1 = worldIn.getBlockState(pos.south()); IBlockState iblockstate2 = worldIn.getBlockState(pos.west()); IBlockState iblockstate3 = worldIn.getBlockState(pos.east()); EnumFacing enumfacing = (EnumFacing)state.getValue(FACING); if (enumfacing == EnumFacing.NORTH && iblockstate.isFullBlock() && !iblockstate1.isFullBlock()) { enumfacing = EnumFacing.SOUTH; } else if (enumfacing == EnumFacing.SOUTH && iblockstate1.isFullBlock() && !iblockstate.isFullBlock()) { enumfacing = EnumFacing.NORTH; } else if (enumfacing == EnumFacing.WEST && iblockstate2.isFullBlock() && !iblockstate3.isFullBlock()) { enumfacing = EnumFacing.EAST; } else if (enumfacing == EnumFacing.EAST && iblockstate3.isFullBlock() && !iblockstate2.isFullBlock()) { enumfacing = EnumFacing.WEST; } worldIn.setBlockState(pos, state.withProperty(FACING, enumfacing), 2); } } @Override public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) { worldIn.setBlockState(pos, state.withProperty(FACING, placer.getHorizontalFacing().getOpposite()), 2); } } If someone can help me to understend what i missed this can be helpfull, i'm in love with minecraft modding forge is so powerfull ! PS: Sorry for my bad english i'm trying the best :) Share this post Link to post Share on other sites
Cadiboo 142 Report post Posted Tuesday at 02:06 PM 1 hour ago, klemjul said: public boolean isOpaque = true; @Override public boolean isOpaqueCube(IBlockState iBlockState) { return isOpaque; } Just return false, no need for the variable 1 hour ago, klemjul said: @Override public IBlockState getStateFromMeta(int meta) { return this.getDefaultState(); } @Override public int getMetaFromState(IBlockState state) { EnumFacing facing=state.getValue(FACING); int meta=((EnumFacing)state.getValue(FACING)).getIndex(); return meta; } That’s your problem, you always return the default state from getStateFromMeta Share this post Link to post Share on other sites
klemjul 0 Report post Posted Tuesday at 03:45 PM 1 hour ago, Cadiboo said: Just return false, no need for the variable I Don't know if is good to do it like this but i define it in another class with " zdermodBlockFacing.isOpaque = false " 1 hour ago, Cadiboo said: That’s your problem, you always return the default state from getStateFromMeta Actualy i just started and i don't understend everything : -getStateFromMeta is ServerSide and getMetaFromState is ClientSide? Thx again for your help again Share this post Link to post Share on other sites
diesieben07 6104 Report post Posted Tuesday at 03:52 PM 6 minutes ago, klemjul said: -getStateFromMeta is ServerSide and getMetaFromState is ClientSide? No, they are available and used on both client and server. You need to however implement them properly. That means, any data that your block needs to persist to the world (e.g. orientation) must be encoded into the 4-bit metadata value and re-decoded from that value. Share this post Link to post Share on other sites
klemjul 0 Report post Posted Tuesday at 04:12 PM 19 minutes ago, diesieben07 said: No, they are available and used on both client and server. You need to however implement them properly. That means, any data that your block needs to persist to the world (e.g. orientation) must be encoded into the 4-bit metadata value and re-decoded from that value. Oh ok i will explain to you what i understood tell me if i'm wrong: 1- On Block placed, the clientSide will get position of player and redefine block state with this 2- Then getMetaFromState will return State of this block and this new orientation encoded in 4-Bit (named meta) 3-Then ServerSide just read the meta block and place it like the IProperty defined in Step One Share this post Link to post Share on other sites
diesieben07 6104 Report post Posted Tuesday at 04:14 PM 1 minute ago, klemjul said: Oh ok i will explain to you what i understood tell me if i'm wrong: 1- On Block placed, the clientSide will get position of player and redefine block state with this 2- Then getMetaFromState will return State of this block and this new orientation encoded in 4-Bit (named meta) 3-Then ServerSide just read the meta block and place it like the IProperty defined in Step One Exactly the other way around. The server handles logic and tells the client the state of the world. Share this post Link to post Share on other sites
klemjul 0 Report post Posted Tuesday at 05:56 PM 1 hour ago, diesieben07 said: Exactly the other way around. The server handles logic and tells the client the state of the world. Thank you ! Now i can understend the logical and build by myself, i had trouble understanding diference between meta and block stats, you help me so much !! Now here is the change i added to make the code work on both CLIENT and SERVER side for who have the same problem @Override public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(FACING, EnumFacing.getHorizontal(meta)); } Can i ask a last think about this , who work World.isRemote. I try to print it before the check right here : private void setDefaultFacing(World worldIn, BlockPos pos, IBlockState state) { System.out.println(worldIn.isRemote); if (!worldIn.isRemote) { } } He always return false (localhost world server and local world) , i was thinking he return false for server world and true for client world like this comment in World class (forge minecraft libs) : * True if the world is a 'slave' client; changes will not be saved or propagated from this world. For example, * server worlds have this set to false, client worlds have this set to true. */ public final boolean isRemote; Can you trying to explain me why he returned false on both ? Share this post Link to post Share on other sites
diesieben07 6104 Report post Posted Tuesday at 07:41 PM 1 hour ago, klemjul said: He always return false (localhost world server and local world) Please clarify what you mean by "localhost world server" and "local world". isRemote is true for worlds of the logical client. Read here about logical sides. Share this post Link to post Share on other sites
klemjul 0 Report post Posted Tuesday at 09:23 PM Ok I understendd by myself, i confused logical sides and singleplayer/multiplayer So Minecraft have both world who is client and server even in singleplayer. Thx , i can say problem is resolved and you guys teach me so much important thinks Share this post Link to post Share on other sites
diesieben07 6104 Report post Posted Tuesday at 10:03 PM (edited) 40 minutes ago, klemjul said: So Minecraft have both world who is client and server even in singleplayer. Correct. Starting a singleplayer world starts a fully-fledged server. Edited Tuesday at 10:03 PM by diesieben07 Share this post Link to post Share on other sites