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Eastonium

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Everything posted by Eastonium

  1. I'm trying to make a mod right now where there is a new biome, but I don't want all underneath it to be stone, but one of my new blocks. I've asked around, and it seems like either I'll have to generate over all the stone and cause a enormous amount of lag, or I will need to modify base classes. So a hook for this would be nice.
  2. Well, then is there any way I could generate OVER the stone to make it into something else?
  3. Hi, I'm trying to make a new biome, but I don't want it to have stone underneath, but one of my custom blocks. I already know how to replace the "filler" block and the "top" blocks, but neither of these affect the stone. I'd also like this to not cause a lot of lag when generating.
  4. It works! I had to modify quite a few things in my TileEntity, but it works great! But right now I'm wondering if it would be possible to use the Arrays.sort method to arrange the recipes before comparing them. Could the Arrays for the arraylist be written something like (item1, item2, item3, meta1, meta2, meta 3) or something of that sorts, or if that doesn't work, maybe 2 arrays inside of one array being something like: recipelist(ArrayItems[], ArrayMeta[]) I really want the shapeless stuffs....
  5. Thanks so much! I'll try this out once I get the rest of my mod updated and working and let you know if there are any problems!
  6. you DID forget... I'd really like to know still.
  7. Bump, can ANYONE help me?!?
  8. TEProcessor is a superclass of TESC and TEC. Both of them only use 1 input, but it can be easily configured for three. Alright, I've looked at the code, however I'm still in the process of learning java, so how would I configure your processor to my liking? It's really just a matter of passing multiple arguments into ProcessorRecipeManager.getRecipe(). Assuming you have only three slots, you want something like this: The furnace itslef will have 5 slots, but 3 of them will be the items to be smelted. one will be fuel, and the other the output. Is that what this code will help with?
  9. TEProcessor is a superclass of TESC and TEC. Both of them only use 1 input, but it can be easily configured for three. Alright, I've looked at the code, however I'm still in the process of learning java, so how would I configure your processor to my liking?
  10. Which one of your machinces?!?! I'm looking at the mod files, and there are 3 different machines from what I can see.
  11. Bump
  12. I'm not sure exactly if what you said is what I want. So I'll clarify. A furnace with 3 input slots, one fuel slot, and one output slot. like this: [input 1] [input 2] [fuel] = [output] [input 3] I already have the slots, and the first input slot works just like a normal furnace, but not the other two. The 3 input slots need to function like a shapeless recipe. They also need to know if there are 1, 2 or 3 items and act accordingly. I only have very very basic java knowledge, but I know I need to start with some sort of array/hashmap. Now could you help me?
  13. Thank you both for your help, from what I've read, I think you have similar ideas, but I'm not sure which one to use. I'm thinking of learning specifically about Arrays and HashMaps before I go any further as well, as I know I have to do SOMETHING with those no matter what.
  14. Yes, I'd like help, but I was hoping on having it work exactly like a workbech with 3 slots and have ONLY shapeless recipes. I'm hoping the only shapeless recipes part will make things simpler, but I don't know if it will. So where do I start?
  15. Bump
  16. Ok, well then. I'm not sure If something like this would work, but would I be possible to have the code get the current number of input items, and find recipes accordingly? That can certainly be done (I would use three HashMaps), but you said you are fairly new to this area of modding, and a lot of it may be putting you on the hook for a lot of suffering. Yes, it probably would. And I really don't like the hook of suffering... So is there ANY easy way to go about this? Or any way I could compute at all?
  17. Ok, well then. I'm not sure If something like this would work, but would I be possible to have the code get the current number of input items, and find recipes accordingly?
  18. No, they range from 1 to 3 input items.
  19. 20+ recipes
  20. Sorry I haven't replied. So I am not getting this... I don't know if I'm trying to make it more complicated than it needs to be, but I thought for a shapeless recipe I have to use an array or something, so I'm utterly confused.
  21. So, I use something like ((returnItemStack)ingredient1ItemStack, ingredient2ItemStack, ingredient3ItemStack) with the return items stack thing thing i'm using to find the recipe? And the part i'm not getting is how to connect the ingredients for the recipe to the slots in the furnace.
  22. My furnace's name is "MaskForge" so that's why it has that name. It's basically the same as the FurnaceRecipes file. So should I use a HashMap for my addSmeling method? or use what I attemped to make? or an array? If i'm correct, it can be done any of those ways. Thanks again for all the help.
  23. Try reading this: http://schwarzeszeux.tumblr.com/post/15772700951/minecraft-modeling-pieces-and-subparts-part-3-of-x It's by the creator of Techne, so It should be of some help. I believe he talks about pieces. (Groups of blocks) so I think that's what you're looking for.
  24. Ok, So I modified my TileEntityClass, and I don't think I have to do anything more with it, Hopefully... Here is the part I modified: http://pastebin.com/V70LJ1K5 And in the Recipes File, My brain likes to twist into a pretzel. There's something like "private HashMap<List<Integer>, Float> metaExperience = new HashMap<List<Integer>, Float>();" that woks with the metadata recipes and Experience, and I have no Idea how to use those. I know I probably need one, but how to implement it is the question... Along with that, I made this: public void addSmelting(ItemStack ingredient1, ItemStack ingredient2, ItemStack ingredient3, ItemStack Result, float experience) { } But since I don't know what that other HashMap thing is I have no Idea what to put in here...
  25. If you use ItemStack arguments in the addSmelting, you can use the metadata property in them. As for containers, they are rather simple. Have a look in the container for the vanilla furnace. Most of that you can ignore for now - just copy and paste it. Now, see where, in the constructor, it has entries addSlotToContainer? That is where it adds the actual slots (the part of the GUI that makes the items "snap" in place). The arguments are the relevant inventory (player or furnace), id (corresponding to the index in the inventory of the TileEntity (eg inventory[6] -> addSlot(--, 6, --, --)), and x and y 2D coordinates. Simply add as many of these as you like wherever you like. Alright, I have 3 input slots now, and they work for holding items. I've been looking at the TileEntityClass and Recipe Class, and I'm seeing a lot of methods that involve the recipe stuff and making the recipes, and checking if it's valid and stuff, and I know I'm going to have to change that stuff, but for now... um... let me put it a different way. In the TileEntityClass file, I think All I would need to edit is the canSmelt and smeltItem Functions, and in the RecipeClass File, the addSmelting (the one with metadata) and getSmeltingResult Functions. How would I go about making these work for my furnace? And will I need to add anything extra? And how do I call on the multiple slots to use them ass the array for the possible ingredients?
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