Jump to content

Hoppers and custom furnaces [Solved]


Recommended Posts

What code should I take a look at to see how vanilla furnaces works with the hopper like if the hopper is underneath the custom furnace it will only take out the output, if above it will only put into the input and so on. And also if you could tell me if there is a way to first check if there is a chest next to the furnace and then send the output to the chest.

Link to comment
Share on other sites

As the Hopper's TileEntity class is rather large, I'll point you even more in the right direction.


The reason why insertion and extraction of Furnaces is side dependant is because the Furnace's TileEntity is implementing ISidedInventory and the Hopper respects this.

In TileEntityFurnace.java there is a method that specifies which slots refer to which side:

     * Returns an array containing the indices of the slots that can be accessed by automation on the given side of this
     * block.
    public int[] getAccessibleSlotsFromSide(int par1)
        return par1 == 0 ? slots_bottom : (par1 == 1 ? slots_top : slots_sides);

par1 is the side, so if the side == 0, the bottom slot(s) are returned, when side == 1 the top slots are returned and for the sides the side slots are returned.


As I said, the Hopper respects this and does that in the following way (TileEntityHopper.java, line 278 in the suckItemsIntoHopper method) :

byte b0 = 0;//b0 is the side, which is always the bottom (where it extracts from).

if(iinventory instanceof ISidedInventory && b0 > -1) {
ISidedInventory isidedinventory = (ISidedInventory)iinventory;
int[] aint = isidedinventory.getAccessibleSlotsFromSide(b0);

for(int element : aint) {
    if(insertStackFromInventory(par0Hopper, iinventory, element, b0)) {
          return true;


Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

Link to comment
Share on other sites

Ahh the Vanilla Hopper code. I made a lot of new Hoppers with alot of functions

i mean i made really a lot and there are about 200-300 differend hoppers in my mod. And for the extracting code i can tell you do not copy it from Vannilla Minecraft. it is useless. For that you have to copy the whole Hopper Class. I had to write my own Hopper Extracting code. Thats only a hint.


There will be Deployer Hoppers xD and there are still a lot planed.



Link to comment
Share on other sites

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.

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.

  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I downloaded forge for 1.21 because I wanted to play the new update with a few mods. When I load up the game on the forge installation, the game seems to launch fine, but then freezes and goes into that "not responding" state a few seconds after sitting on the menu. It stays on not responding forever, and I have to close the game myself. The normal vanilla game without forge loads and works perfectly fine, though. The exit code I receive is either 1 or -805306369, depending on how I close the game. When I force close with task manager, I get exit code 1. When I close using the not responding menu (close the program or wait for it to respond), I get exit code -805306369. I tried taking all of the mods out to see if they were the problem, but the same issue still persists even with 0 mods in the mods folder. The pastebin linked is the log from when I launched the game with forge after taking all of the mods out of the mods folder. (Nothing ever shows up in the crash-reports folder, but I do have this from the logs): https://pastebin.com/9bL8awvE I had to delete some of the bottom of the log to be able to upload it onto pastebin, but anything deleted was identical to the lines there at the bottom. Some things I have tried include: Allocating more ram, updating display drivers, updating java version (currently have Java 21, tried switching to java 17 but that did not work either), removing or changing settings on programs that may conflict with minecraft (followed this list https://minecrafthopper.net/help/known-incompatible-software/). None have worked so far. I'm aware of course that this is a beta version of forge, but I just wanted to see if there was something I could do to fix this, or if I will just need to wait for a more stable, non beta version to be released.  
    • sorry if this is an incorrect log or wrong tag ive never used this before and im new to modding latest log: file:///C:/Users/jason/curseforge/minecraft/Instances/Cottage Witch/logs/latest.log
    • Hi its me from my first account. I added creative core but when i start minecraft he gives me an error. Now i can't send you the log but I will later 
    • I want my mod to add two new NBT values to Block Displays and Item Displays (Like left-rotation, scale, transformation, etc.), which I call texture_repetition and texture_shift (both Vector3f variables). Texture_repetition allows the Display to repeat its texture or only show part of it, and the texture_shift value allows you to shift to the part of the texture you want the display to show. I already tried Mixins, and I assume I need to use the renderstate() function and entityData variable, but entityData is protected, which means I can not edit it using Mixins. How would I add these NBT values to the Display class without using the entityData class? (These two data values, if coded correctly, could allow slabs/stairs/walls of any block to be represented using Displays without being limited by the vanilla inventory options)
  • Topics

  • Create New...

Important Information

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