The usage of parallelStream result in off thread execution of certain checks in the minecraft world. This should never be done in an other thread than the main minecraft thread. Fix by using stream() instead of parallelStream().
If I try to place a stone brick wall as the camouflage the client crashes. This also crashes any other players on our server who are in the same chunk.
Expected behavior
It would be nice if the drawbridge would prevent non-compatible blocks from being applied to the camouflage slot in the draw bridge block.
Describe the bug
using the drawerbridge, there is a slot for the block to render as another to blend in with the rest of your base, but as you can see if its not a full block it allows x-ray
Additionally, placing a complex block as the render block can crash you - It does with a Wire from the mod Silent Mechanisms. Crash-report at the bottom.
To Reproduce
Steps to reproduce the behavior:
Place Drawbridge
Give it a torch as a render item
See-through drawbridge
Expected behavior
For the Drawbridge to reject/not accept the item, or otherwise indicate that it should not be used. Maybe default to normal Drawbridge render.
Basically, pistons can be used on a draw bridge to duplicate the blocks already in it.
To reproduce, just place down a sticky piston, put a draw bridge block on the front of the piston, put some blocks into the draw bridge, and activate the piston.
The blocks inside the draw bridge will come out of it as if it were being broken, and if you click on the drawbridge, the blocks will still be in there.
By default, the drawbridge block is 'off' and needs a redstone signal in order to place the blocks. Could there be some sort of button to invert the block's power state?
Like... for example... if you turn it's power state to 'on'... it'll place the blocks as if it had a redstone signal, however if you give it a redstone signal while it's 'on'... it'll turns off and put away the blocks.
I guess you could call it a 'Inverted Drawbridge Block' in a way.
It would be great to have the blocks push the player upwards if he stands over the drawbridge. This would allow elevators.
I'm not a programmer but I guess it would just take teleport commands (one teleport command if the drawbridge is set to 0 ticks or multiple teleport commands if the drawbridge is set to >0 ticks).
I have tried to hide the drawbridge block with a block of grass, but its texture became very weird and it looks grey, is there a way to fix this problem?
Describe the bug
Does not render the side of the drawbridge model if a non solid block is connected. Only happens if the drawbridge extends this block.
To Reproduce
Steps to reproduce the behavior:
Place anvils in the drawbridge
Extend
Bug happen
Expected behavior
Should render the drawbridge or the cammoflage model.
[DynamicBakedModelProvider.class:?]
at net.minecraft.client.renderer.block.model.ModelManager.getModel(ModelManager.java:42) [cgc.class:?]
at net.minecraftforge.client.ItemModelMesherForge.getItemModel(ItemModelMesherForge.java:541) [ItemModelMesherForge.class:?]
at net.minecraft.client.renderer.ItemModelMesher.getItemModel(ItemModelMesher.java:44) [buv.class:?]
at net.minecraft.client.renderer.RenderItem.getItemModelWithOverrides(RenderItem.java:247) [bzw.class:?]
at codechicken.lib.render.item.CCRenderItem.getItemModelWithOverrides(CCRenderItem.java:393) [CCRenderItem.class:?]
at codechicken.lib.render.item.CCRenderItem.renderItemAndEffectIntoGUI(CCRenderItem.java:334) [CCRenderItem.class:?]
at net.minecraft.client.gui.inventory.GuiContainer.drawSlot(GuiContainer.java:265) [bmg.class:?]
at net.minecraft.client.gui.inventory.GuiContainer.drawScreen(GuiContainer.java:98) [bmg.class:?]
at cpw.mods.ironchest.client.gui.chest.GUIChest.drawScreen(GUIChest.java:100) [GUIChest.class:?]
at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:396) [ForgeHooksClient.class:?]
at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1124) [buq.class:?]
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1119) [bib.class:?]
at net.minecraft.client.Minecraft.run(Minecraft.java:3614) [bib.class:?]
at net.minecraft.client.main.Main.main(SourceFile:123) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_51]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_51]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51]
at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
Caused by: com.google.common.util.concurrent.UncheckedExecutionException: java.lang.RuntimeException: Encountered an exception when loading model definition of model minecraft:blockstates/old_wood_slab.json
the blocks exrtend out ok just the drawbridge block remains the same and does not update when adding a block to disguise it
Describe the bug
When you extend the Draw Bridge, blocks that are already in its extension area are simply consumed. It seems to have a low chance to add those back to the inventory
To Reproduce
Steps to reproduce the behavior:
Place down Draw Bridge
Place 1 item in the first slot
Place 1-9 blocks in the world, in front of the Draw Bridge
Power Draw Bridge
De-power Draw Bridge
All blocks you placed are likely gone now. Not in the inventory of the Draw Bridge, nor will push out again when powering it
Expected behavior
To either ignore blocks it didn't place (preferred, goes well with #14 too), or add those picked up blocks to its inventory.
Screenshots
If applicable, add screenshots to help explain your problem.
I was going to suggest a linked draw bridge kind of thing where if you have draw bridge blocks connecting to one another... they would all power on from one redstone source. That's kind there... here's an image with 3 drawbridge blocks with 3 iron bars in each of them.
"Left"
The draw bridge block in the middle is powered by the actual redstone and apparently it powers up the blocks on the sides allowing a 3 block door, if you wish.
"Right"
The draw bridge block in the middle is powered by the block that the redstone is placed on... and only one places the blocks that are stored while the other two are not powered.
Unsure if it's a quirk with the redstone or maybe I'm missing something. There's no hidden redstone in the works in the picture.
If this is just vanilla minecraft doing it's think... don't suppose linked drawbridges could become a thing? Could be neat to have say a hanger doorway of some sorts or a 3x3 door made of glass or something.