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Extended metadata with TileEntity


Busti

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A TileEntity NBTcompound can save and load most data used in programming, boolean, short, long, int...

Then whatever your data is, you can access it like any field in any class. Direct reference (with an instance of the object if not static) or getters.

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I know what a NBTcompound is i've used it before very often. but I wanted to know if i can Extend the actual metadata/damage Value of a block with a Tileentity. Like the metadata wool uses of furnaces to remember their facing direction.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

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Yes but when you look up for the Block id's in NEI there is this little "id:dmg" behind the Block which should represent the demage value my question is how mods like Factorisation or redpower made these higher than 0-15

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

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I got a way to solve that you can set the demage vslue of an ItemStack up to the maximum iterger value now i just need to pass that to the Block and save an integer in the NBT data.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

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i don't know what they are doing to get that much Subblocks but as the ItemBlock I created to deal with the metadata of the Block has an Integer as damage value I think i can develop a system to deal with it in the block and also add the blocks to the creative Tabs.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

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Maybe you can use ItemBlockWithMetadata ?

 

This is the first coding thread I have ever seen that doesn't contain any code after 15 messages.  :P

 

Anyway, maybe the OP would like to ask his question again, with more details ?

Because the more I read, the less I understand what the issue and the way planned are.

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I already came up with a solution for my problem.

Right now I am working on a system where you can easily make new blocks which will all share the same ID by creating them like you would create normal blocks.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

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Right now it is working with more than 16 blocks but i still need to add most of the methods like onBlockActivated and the Subblocks can't have TileEntitys

 

Then I wonder how you handle more than 16 blocks without TE's?

If you guys dont get it.. then well ya.. try harder...

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isnt thsi problem kinda like not having enough method to do something, like just putting everything in 1 huge ass method ?

 

maybe the problem is that you should actually be having that much block inside 1 id :P

 

can i know what are you trying to store in 1 id ? i promise not to tell you that you should be using different id (even if i think so after reading your answer) xD

 

EDIT: if you're using a tile entity, make sure that other people can use this tile entity to do special stuff with it, just put in your doc that their version of writeToNBt and readFrom NBT REQUIRES a call to super.read/writetoNBT

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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I am just trying to put all my blocks in one ID and make it as easy as possible to create new ones. I don't like spamming that many block ID's with my mod because it is a pain to reconfigure the config files of some mods with a huge number of blocks to work with other mods.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

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