Comments (6)
This seems to be caused by Chisel, no idea how though.
@tterrag1098 any suggestions? I feel like I am missing something stupid here. Blockstate JSON, Model JSON. IE has some blocks using practically the same JSON's, those seem to be fine...
from industrialwires.
Can't tell you much without an error log
from industrialwires.
There doesn't seem to be any error log, I looked for "industrialwires" and "motor" (one of the broken blocks) in the client fml log and didn't find anything except for some messages saying that the item models were being redirected to the block state json, which they should be. The textures don't show up as missing in the missing textures output when first entering the main menu.
from industrialwires.
The way your converter block uses extended states is strange. You shouldn't be modifying the base blockstate in that method. I don't even see the purpose of your getExtendedState code at all. I would try first getting rid of that to see if it solves the problem
from industrialwires.
That fixed it, thanks. I don't know why I put that stuff in getExtendedState
, I probably wasn't paying too much attention to it when I did so. I will push a fix and publish a new release in a bit.
The reason why removing the getExtendedState
method fixed it is not that I was modifying the non-extended block state in getExtendedBlockState
since the same modification was done in getActualBlockState
: It was the fact that I made getActualState
return getExtendedState
which calls the superclass method. Normally that method just returns the state
parameter, but with Chisel it wraps the parameter in some Chisel specific extended block state. And since the block states used to map states to models don't equal (hashCode
/equals
) their wrapped states MC was unable to retrieve a model for that state.
from industrialwires.
Yeah, that was what I meant. Extended states are only meant for rendering and shouldn't ever be passed to normal game logic. Glad you solved it.
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