Jump to content

[1.14.4] How to change block bounds? (Update, Problem with BlockStates)


Cerandior

Recommended Posts

Check the vanilla blocks that do this, like the Fence.

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.

Link to comment
Share on other sites

11 hours ago, Draco18s said:

Check the vanilla blocks that do this, like the Fence.

The Fence seems to use VoxelShapes to determine the different connection states of the block. I am assuming there are some stuff in the block json file too. Can it be done in a much simpler way using the block bounds alone?

Edited by Cerandior
Link to comment
Share on other sites

3 hours ago, Cerandior said:

I am assuming there are some stuff in the block json file too.

Why don't you go look? Those files are in your workspace too (check client-extra.jar)

3 hours ago, Cerandior said:

The Fence seems to use VoxelShapes to determine the different connection states of the block.

I suggest double checking what that code actually does.

  • Thanks 1

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.

Link to comment
Share on other sites

2 hours ago, Draco18s said:

Why don't you go look? Those files are in your workspace too (check client-extra.jar)

I suggest double checking what that code actually does.

Thank you for the help. I looked a little more carefully and as far as I understand, blockstates are used to determine whether the fence is connected or not and based on that you apply a model to the block.

So I looked at the docs a bit for more information related to blockstates and all I need to do is create IProperty fields in my block class and then add them to the state container with fillStateContainer.
I create BooleanProperties properties for all directions using BlockStateProperties fields and I used getStateForPlacement to determine at which direction should the block connect to.
Also at the blockstate json file I return different models based on the state of connection of the block (Almost exactly the same as fence here, with the two extra values of up and down).


However in-game I see no difference. I get no errors however it seems like I have done something wrong somewhere either in the blockstate file, or in the way I am handling the property fields.

Block Class Here
Block State File Here


I am not used to blockstates. This is the first time I do anything with them, so please excuse any blatantly stupid mistake that I may have made.

Link to comment
Share on other sites

I also can't find out for what the Voxel Shapes are used for. My initial assumption was that they were used to create the different models, however it seems like those are created in the json file. And the blockstate file is what controls which models to add to the block based on its state.

I am guessing the VoxelShapes control the blockbounds / hitbox? Could my problem be related to that?

Link to comment
Share on other sites

2 hours ago, Cerandior said:

I am guessing the VoxelShapes control the blockbounds / hitbox?

Correct!

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.

Link to comment
Share on other sites

19 minutes ago, Draco18s said:

Correct!

Okay, so I changed the VoxelShape of the block, however it still doesn't work, now with the bonus feature of the blockbound being gone entirely. I can walk through the blocks.

Also getShape was deprecated for me, but I used it anyway since I couldn't find any alternative.

Updated Block Class: https://github.com/arjolpanci/VanillaExtended/blob/master/src/main/java/teabx/vanillaextended/blocks/TransportPipe.java

Link to comment
Share on other sites

9 minutes ago, Cerandior said:

Also getShape was deprecated for me, but I used it anyway since I couldn't find any alternative.

As has been mentioned in one thread or another on this forum about once a week for the last year and a half:

Mojang uses @Deprecated incorrectly.

 

By the way:

https://github.com/arjolpanci/VanillaExtended/blob/master/src/main/java/teabx/vanillaextended/main/VanillaExtended.java#L84

Don't do BlockList.transportPipe =, use @ObjectHolder annotations.

https://mcforge.readthedocs.io/en/1.15.x/concepts/registries/#injecting-registry-values-into-fields

 

As for why you can still walk through the block I am not sure.

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.

Link to comment
Share on other sites

34 minutes ago, Draco18s said:

As has been mentioned in one thread or another on this forum about once a week for the last year and a half:

Mojang uses @Deprecated incorrectly.

 

By the way:

https://github.com/arjolpanci/VanillaExtended/blob/master/src/main/java/teabx/vanillaextended/main/VanillaExtended.java#L84

Don't do BlockList.transportPipe =, use @ObjectHolder annotations.

https://mcforge.readthedocs.io/en/1.15.x/concepts/registries/#injecting-registry-values-into-fields

 

As for why you can still walk through the block I am not sure.

Ignoring the main problem for now, will look at it again. It seems like the block that is already placed doesn't receive updates on its blockstate when I try to connect other pipes to it. So if I place a pipe on the ground, and then another next to it, the one that was just placed adds the connection to it, but I need to break and replace the initial one to make it connect too.

Can I use onNeighborChange to update the state of the block? Or is there something else, because I can't find out how to change the block state there.

Edited by Cerandior
Link to comment
Share on other sites

Okay, I fixed the update thing by using updatePostPlacement and checked there. Probably there are better ways of doing this because at the moment I am checking for every block around it just like in the initial placement but anyway, I am leaving it as it is for the moment.

The only problem that remains now is the block bounds. Not sure why that isn't working.

Updated block class: https://github.com/arjolpanci/VanillaExtended/blob/master/src/main/java/teabx/vanillaextended/blocks/TransportPipe.java

Edited by Cerandior
Link to comment
Share on other sites

35 minutes ago, Cerandior said:

Can I use onNeighborChange to update the state of the block?

Yes. That's why it exists. If a neighbor changes, allow the block to update its own state.

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.

Link to comment
Share on other sites

I am an idiot. All my variables were int so the division was not accurate. I was essentially passing 0 to all arguments. Sorry for that.

One final thing. How can I change the particles that show when I break the pipe block, because it just shows a purple mess. I am guessing it's because the pipe block itself doesn't have a json file (one with its name), instead the blockstate determines which models to render in-game. Can I solve the issue by just adding a default block json for the pipe with a specified texture? Would it override the blockstate model?

Link to comment
Share on other sites

In your model JSON, set the "particle" texture to "#texture" (or whatever you want it to be).

 

I went with the vanilla approach of having base models (in /part/) and then my textured models, which the blockstate references. I'm not sure if there is a better way, as I don't think you can pass in texture overrides from the blockstate file.

 

My models are here: https://github.com/Alpvax/AdvancedAutocrafting/tree/1.15/src/generated/resources/assets/advancedautocrafting/models/block

Edited by Alpvax
  • Thanks 1
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
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.