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clowcadia

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Posts posted by clowcadia

  1. I understand, i just thought there were premade methods in block/blockstates. it would be nice upon building trees there would be a setlist in array of all tree blocks that belong to one tree, like when u chop down all logs of tree all the tree leaves brake. there must be something like that in code somewhere

  2. On 2017-03-15 at 10:52 AM, Draco18s said:

    TL;DR: You can't insure you only get this tree's leaves. But you can get all of the log blocks.

     

    Every log in a tree is connected to every other log in one of the following ways:

    Up

    North

    South

    East

    West

    NE

    NW

    SE

    SW

    Up+North

    Up+South

    Up+East

    Up+West

    Up+NE

    Up+NW

    Up+SE

    Up+SW

    How exactly would you determine a logs neighbor/s?

  3. 7 minutes ago, diesieben07 said:
    • Why are you calling getNBTShareTag? I don't think you know what it does...
    • In onItemUse you check if the stack already has an NBT tag. If it doesn't, you create a new NBT tag, put data into it and then just forget about it.

    ShareTag i was using ealrier it work for the first time , and yes no idea what exactly it does, i do have the other option getNBTTagCompount as well though and it also returns null

     

    and what do u mean forget about it, what else is supposed to be done?

     

    https://github.com/Clowcadia/MinecraftForge/blob/master/1.11/NPCTesting/src/main/java/com/clowcadia/test/entities/living/ai/AIGoto.java#L36

  4. What this mod is supposed to do is allow the user to have a Target Item that is used by right clicking on a block/block position where the item internal nbt records the block position xyz. An entity that has a container with the gui where the player can then insert the Target item after a location in the Target item has been set to pass the location to the entity to go to. Once the entity reaches the target item target position the player then can take the target item back reset to a new target location to the items nbt and again insert to the entity s gui/container to pass another location to have the entity move to( this is where my mod is not functioning, the reset values of my target item are not passing to entity ai like they have the first time), this can be repeated unlimited times

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