Jump to content

Recommended Posts

Posted

I want to implement a function. I now have a custom container. I want to put Furnace that can burn, such as coal. Then she will burn like a Furnace, how can I do it

The container code is complete, now only need to put the coal and start burning.

 

 

Posted (edited)

you can't create a custom furnace without understanding how it (should) work,
and which mappings did you use (i need it for the method names you should look at)?

Edited by Luis_ST
Posted
  On 11/18/2021 at 10:13 AM, Luis_ST said:

you can't create a custom furnace without understanding how it (should) work,
and which mappings did you use (i need it for the method names you should look at)?

Expand  

I just want a function of the furnace, just put in coal and burn it. That's it. I don't need other functions

Do I need to show you my code?

Posted
  On 11/19/2021 at 6:06 AM, Spring said:

I just want a function of the furnace, just put in coal and burn it. That's it. I don't need other functions

Do I need to show you my code?

Expand  

You can't do that in a single function. It would require an inventory for the TE, a Screen, a Menu and a bunch of other shit.

Posted
  On 11/19/2021 at 6:51 AM, uSkizzik said:

You can't do that in a single function. It would require an inventory for the TE, a Screen, a Menu and a bunch of other shit.

Expand  

It means I need to implement a complete set of furnace code, right?

Posted

There really is no easy way of doing this. In fact I deem coding tile entitys, like a custom furnace type of container, as pretty much the most difficult thing to code. You'd have to do a custom block, container, containerScreen, tileEntiy, and code for stateData, inventoryZoneContent, and something to handle the blockStateFlags. It might not be the best address/source, but I'd recommend trying to follow the "MinecraftByExample" tutorial series. For a more rudimentary start I'd recommend KaupenJoe's Tutorials, on Fuel and Custom TileEntitys.

But again, there really is no "easy" way on building completely customized furnaces.

In special for your request. KaupenJoe's Fuel tutorial teaches you what you want, I guess.

Posted
  On 11/19/2021 at 7:06 AM, Cratthorax said:

There really is no easy way of doing this. In fact I deem coding tile entitys, like a custom furnace type of container, as pretty much the most difficult thing to code. You'd have to do a custom block, container, containerScreen, tileEntiy, and code for stateData, inventoryZoneContent, and something to handle the blockStateFlags. It might not be the best address/source, but I'd recommend trying to follow the "MinecraftByExample" tutorial series. For a more rudimentary start I'd recommend KaupenJoe's Tutorials, on Fuel and Custom TileEntitys.

But again, there really is no "easy" way on building completely customized furnaces.

In special for your request. KaupenJoe's Fuel tutorial teaches you what you want, I guess.

Expand  

Ok i try to do

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello , when I try to launch the forge installer it just crash with a message for 0,5 secondes. I'm using java 17 to launch it. Here's the link of the error :https://cdn.corenexis.com/view/?img=d/ma24/qs7u4U.jpg  
    • You will find the crash-report or log in your minecraft directory (crash-report or logs folder)
    • Use a modpack which is using these 2 mods as working base:   https://www.curseforge.com/minecraft/modpacks/life-in-the-village-3
    • inicie un mundo donde instale Croptopia y Farmer's Delight, entonces instale el addon Croptopia Delight pero no funciona. es la version 1.18.2
    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.