Posted August 30, 201312 yr Hey there! I am working on a part of my mod that lets you colour blocks any hex value you like. I have got this working well. At the moment the way to pick the colour of the block is to name it the hex colour you like in an anvil, and when placed it uses it. One thing I tried to do was to make the in-inventory item show up as the same colour as what will be placed, however when I get the item name and transfer it to an integer to pass in to the colour multiplier, it fails because the name is still a string due to still being inside the anvil. I was wondering if these was a way to stop this from happening, preferably by checking if the name is an integer or by waiting to show its colour until after it has been named. I have provided my ItemBlock file here, although I don't think it will be much use. http://paste.minecraftforge.net/view/8787c58a Also, would it also be possible to make the item not placeable if it has got letters in its name, as this also causes a crash. Sorry if this has already been answered, or I am just missing something small and simple. Luis
August 30, 201312 yr do you mean like in game the dirt can look red/blue/green ? if yes .. how are you savign that information ? tile entity ? side data strcuture ? how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 30, 201312 yr Author do you mean like in game the dirt can look red/blue/green ? if yes .. how are you savign that information ? tile entity ? side data strcuture ? Yes, but not all blocks. I add a custom block with a grey version of the texture and stone it in tile entity NBT, where the colour multiplier reads from.
August 30, 201312 yr but not all blocks oooooh, fiouf ok but do you NEED a tile entity, because if its just the color cant you just use the meta ? ( i know its only 16 colour but it will be less cpu consuming :\ as well as require less network traffic) how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 30, 201312 yr Author but not all blocks oooooh, fiouf ok but do you NEED a tile entity, because if its just the color cant you just use the meta ? ( i know its only 16 colour but it will be less cpu consuming :\ as well as require less network traffic) I use the meta to store the block type, and the TE to store the hex value
August 30, 201312 yr ok, the thing is tile entity are expensive and what you are doign is nto very different from another aesthetic block (gosh this is probably not how you spell that) your idea is nice, but probably expensive as peoepl wil be placing hundred of those all around meaning the load time will be huge, specially on a remote server :\ how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 30, 201312 yr ~ meta + more block id, its a better solution how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 30, 201312 yr Author But there are millions of different possibilities for hex values that can be created...
August 30, 201312 yr yeah, youll have to bring it down to only 16 values per block... how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 30, 201312 yr its not a question of its not codable, its a question of the algorythm isn't made for that. whenever you have a tile entity the server will send an extra packet containing the information. so if you have a mansion made of those and someone logs in ... well you have to send him .. 500-600 packets , at once ! so yeah lag will and can happen as well as many wasted cycle "updating" those tile entity (even theres nothign happening inside the update method, its still a lot of method call) how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 30, 201312 yr Isn't it possible to make a tileEntity which doesn't update? by calling false on the should update method? Wouldn't that save some/"a lot" computations? If you guys dont get it.. then well ya.. try harder...
August 30, 201312 yr Do you mean like how XyCraft does it with it's blocks? The way he does it is really complicated and difficult. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
August 30, 201312 yr doesnt matter case 1: shouldUpdate(){ return false;} update(){} case 2: update(){} if we run: for case 1 if(te.shouldUpdate()){ update(); } is the exact same as doing for cas 2 te.update(); you're still calling a method and doign nothing actually case 1 would be even slower becuase it return a value that needs to be compared plus even if magicly we wern't calling update, we would still be screwed with the massive traffic jam caused by this how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 31, 201312 yr Author Just a quick question, am I right in thinking that simple tile entities do not need a custom packet handler to function? Also if I set up a custom handler, would using NBT to store hex values be any less resource heavy?
August 31, 201312 yr The only time NBT is executed is on loading and exiting from the world, so it's not resource heavy. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
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.