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Showing content with the highest reputation on 07/28/17 in all areas

  1. Go figure! I've done this exact thing! See here and here for the relevant files. Basically, what you have to do is: Create the block (if you want to store the items in the block after a player has quit, you will need a TileEntity - normal crafting table & my crafting table do not do this) Create the container & gui Register the slots in the container & the textures in the gui Setup a GUI handler Add an right-click action to the block so that it opens the gui Create a custom recipe class or use minecraft's IRecipe (I created my own so it could access the player doing the crafting - this is probably not necessary, but it depends on what you're doing) If you made your own class, create some kind of registry to hold the recipes you want to have, otherwise just use CraftingManager Add checks in the crafting slot / container to see if the recipe is matched, and if it is, get the result and clear the table Voila! Tables! If you have any specific questions, I'd be willing to help when I've got time.
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  2. If the block is adjacent to the door, make it emit a redstone signal. If it's not, you'll probably need to toggle the door periodically if it's not open. If you want more help with this, create a new thread.
    1 point
  3. Follow the instructions in the Getting Started guide to set up your IDE project correctly. If you follow these instructions, you'll have the forgeSrc-<version>.jar library referenced in your IDE project with the source code attached to it.
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  4. You can't use a GamRegistry, as it doesn't exist. A GameRegistery though, sure.
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  5. The Crafting Table is implemented in the BlockWorkbench,ContainerWorkbench and GuiCrafting classes. Recipes are managed by CraftingManager, mod recipes are loaded by CraftingHelper. Vanilla recipe files are located in the assets/minecraft/recipes directory. The Furnace is implemented in the BlockFurnace, TileEntityFurnace, ContainerFurnace and GuiFurnace classes. Recipes are managed by FurnaceRecipes. The Anvil is implemented in the BlockAnvil, ContainerRepair and GuiRepair classes. There are no anvil recipes, the output is managed by ContainerRepair#updateRepairOutput (which fires AnvilUpdateEvent to allow mods to add custom item combinations). To open a class by name, use Navigate > Class (Ctrl-N) in IDEA or Navigate > Go To > Type... in Eclipse.
    1 point
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