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Animeniac

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  1. Awesome thanks! I missed that one when checking through the events earlier
  2. Hello I am trying to figure out how to tie a Dimension to an item (similar to Mystcraft Books) i have it set up so that it will create the dimension when the item is crafted but i cant figure out how to detect when the ItemStack has been destroyed/removed from the world to remove unused dimensions Any suggestions? here is the item class code: package nanitecraft.dimension; import nanitecraft.NCBase; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraftforge.common.DimensionManager; public class NCdimensionDisk extends Item{ public NCdimensionDisk(int par1) { super(par1); this.setCreativeTab(NCBase.NCtab); this.setMaxStackSize(1); } public void onCreated(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { for(int i = 1; i < 6;i++){ int dimID = DimensionManager.getNextFreeDimId(); par1ItemStack.stackTagCompound.setInteger("DimensionID" + i, dimID); DimensionManager.registerDimension(dimID, dimID); DimensionManager.registerProviderType(dimID, DigitalWorld.class, false); } } }
  3. Thanks to both Mew and hydroflame for the help with this you both helped me a lot in figuring out how I should do this. @Mew I know the feeling of using different methods, but its experimenting that will find the new best way lol. In the end I ended up using a combination of both your method and hydroflame's, at least for now.
  4. Getting into the lore of my mod a bit the network is supposed to be a bunch of Nanites, which would not be tubes one of the main features of the Nanites was the ability to connect electronics without the hassle of wires/pies in exchange for other to be added problems as such it is conceivable that someone might want to take up a good amount of space with them which in turn gave me the idea of making them so they were aesthetically pleasing the idea being the the Nanites colors could be reprogrammed an as such there would be multiple reasons to have a room made out of them. On another note I think I have solved the network splitting issue by having the surrounding blocks make a special call to the network, and then making each adjacent network block do the same and splitting the network based on the results if necessary.
  5. While they may not be 100s of blocks away I expect network itself may be a few hundred-few thousand blocks. As I said I plan on making the main network block an asthetic block so if someone made a 9x9x6 room of them (from direwolf20) it would be 290+ block connections per room which I want to at least anticipate. After a moment of throught I might be able to make it work with a kind of controller type block.
  6. Thanks hydroflame, unfortunately i don't think I can do that with this system though i would certaintly be doing so for a pipe like system. The issues I think i'd have with it would first of all the delay caused by needing to transfer the data between tile entities, which I might be over estimating, as I want the transfer to be near instant, and second though I hadn't posted this in the OP I am making the main connection block an aesthetic block as well as a network connection which would make the transfer logic difficult if someone had a base made of them as I am hoping to be more then possible. Once again I may just be over thinking something, and in fact suspect I am.
  7. I thought about the idea of checking through the locations of blocks but I was worried that might cause a lot of lag, as you have to check most blocks on the network, which could end up rather high, but am I just worrying uselessly about that?
  8. I've been working on coming up with a solution for making a transfer system for Items, Liquids, Electricity and Redstone Power, in an instant fashion similar to that of AE opposed to BC pipes or Pneumatic tubes which take time to transfer items around. Thus far I have it so that when a "network block" updates and is not attached to a "network" it will: create a new "network" and attach it self to the new "network", attach itself to an adjacent "network", or merge adjacent "networks" and adding itself to the new "network". The issue I'm having is how I should go about detecting when to split the "network" when the last block connecting 2 parts of the "network" is removed. The solution I have so far is to reset the "network" when ever a block is removed, which seems unnecessary is there a better way to handle this?
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