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Controlling block orientation


Tallinu

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I have created a block with an inventory, with the intent for it to interact with an adjacent block's inventory, and I'm having trouble figuring out two things: First, how to determine which direction it should face when placed or manipulated by a player, and second, how to store and retrieve that information, especially for the purpose of determining which texture index to specify for each side in public int getBlockTextureFromSide(int i). I'd like to be able to (eventually) animate certain sides as well. I assume information specific to each individual block's state needs to go into the tile entity along with the inventory contents and such, but I'm confused as to how you get AT that specific information from the aforementioned function, since it doesn't offer any way to know what world coordinates it's dealing with.

 

I suspect I may not be looking in the right places, but I don't know what else to look at. I don't need a custom render model like Buildcraft's engines. I'm perfectly happy with a standard cube like RedPower's machines and most other mods that make things face the same direction you are when placed. Any advice would be appreciated.

 

Edit: I've been looking at pistons, but the metadata approach doesn't appear to allow for texture animation or changing appearance based on tile entity state. There's only 4 bits available, 3 of which would be required for the orientation. Right?

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Right, first 3 bits are for orientation. I do have that working now, at least. (The code is at https://github.com/Tallinu/InventoryStocker if that's any help.) I could use bit 4 to switch between one of two states for the entire block, and control the state of bit 4 from the tile entity.

 

But I'd like to have more than two states, and if I'm going to animate them at all I'd like it to be based on their individual state, not just a global "flashy lights" or "spinny wheel" thing. :)

 

How do I get more than 1 additional bit of information from the tile entity, or get direct access to the tile entity, from the Block functions that are supposed to return the texture index? Even the 'with meta data' version doesn't appear to have any information regarding the block's location or the specific tile entity associated with the block at the location in question.

 

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Right, first 3 bits are for orientation. I do have that working now, at least. (The code is at https://github.com/Tallinu/InventoryStocker if that's any help.) I could use bit 4 to switch between one of two states for the entire block, and control the state of bit 4 from the tile entity.

 

But I'd like to have more than two states, and if I'm going to animate them at all I'd like it to be based on their individual state, not just a global "flashy lights" or "spinny wheel" thing. :)

 

How do I get more than 1 additional bit of information from the tile entity, or get direct access to the tile entity, from the Block functions that are supposed to return the texture index? Even the 'with meta data' version doesn't appear to have any information regarding the block's location or the specific tile entity associated with the block at the location in question.

 

To do that with texture based on side it is difficult, not designed for that.  At this point you are more looking toward a TESR, Tile Entity Special Renderer.

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they are not used by a lot of blocks

don't listen to him

 

Really?

 

TileEntitySignRenderer

TileEntityMobSpawnerRenderer

TileEntityRendererPiston

TileEntityChestRenderer

RenderEnchantmentTable

RenderEndPortal

 

All using TESR's.

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Thanks for the suggestion, Overmind, and the list, Methuselah. I'll have a look at what those are doing. The internal workings are coming together more or less smoothly, so we'll be at the "it does what we want it to, now how can we make it look great while doing it" stage soon enough. ;)

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    • I am unable to do that. Brigadier is a mojang library that parses commands.
    • Hi, i appreciate the answer. I would love to do that, but we have active players with all their belongings in SSN. Also this mod is really handy and they would be mad if we removed it. Are you really certain that SSN is causing this? It would require lots of work to test it and SSN was not really an issue before we removed Fast Suite. Can it be related somehow? I will provide you with log before removing FS. PasteBin: https://pastebin.com/Y5EpLpNe (crash before removing Fast Suite, which I suspected to be a problem from some crash before)
    • Backup the world and make a test without storagenetwork
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