Posted August 9, 201411 yr I'm making a Netherrack Furnace, and would like to give the feature that would give it infinite fire! So just like regular netherrack, I would want it to be like if you lit the furnace on the top, then it would burn forever until you put it out. If you could come up with somewhere to point me, or some code, that would be great! ~Mattkx10 (AKA: Mattkx4 or Mattkx9) http://mattkx4.github.io/ Check out my website at: http://mattkx4.github.io/
August 9, 201411 yr Author Already, checked. There isn't anything. Check out my website at: http://mattkx4.github.io/
August 9, 201411 yr Check the fire class. -Mitchellbrine Minecraft can do ANYTHING, it's coded in Java and you got the full power of Java behind you when you code. So nothing is impossible. It may be freaking fucking hard though, but still possible If you create a topic on Modder Support, live by this motto: I don't want your charity, I want your information
August 9, 201411 yr Author Check the fire class. BlockFire? Check out my website at: http://mattkx4.github.io/
August 9, 201411 yr Author Yes, I believe there is a code when it is placed on a netherrack block. Still can't find anything. Check out my website at: http://mattkx4.github.io/
August 9, 201411 yr Are you actually making a furnace that you want to burn forever, or do you mean just some standard block? I think for furnaces you want to look at how they handle fuel. If you look in the TileEntityFurnace class you'll see a field called currentItemBurnTime and one called furnaceBurnTime that control how long the fuel burns. If your furnace is extending TileEntityFurnace you can @Override the updateEntity() method so it never does the decrement of the furnaceBurnTime. Check out my tutorials here: http://jabelarminecraft.blogspot.com/
August 9, 201411 yr Author Are you actually making a furnace that you want to burn forever, or do you mean just some standard block? I think for furnaces you want to look at how they handle fuel. If you look in the TileEntityFurnace class you'll see a field called currentItemBurnTime and one called furnaceBurnTime that control how long the fuel burns. If your furnace is extending TileEntityFurnace you can @Override the updateEntity() method so it never does the decrement of the furnaceBurnTime. Thanks, but I'm just looking for a standard block. I already have it working so that it doesn't need any fuel Check out my website at: http://mattkx4.github.io/
August 10, 201411 yr Hi Check out Block.isFireSource(), .getFlammability(), .isFlammable(). You can see how vanilla uses them in BlockFire.updateTick() -TGG public void updateTick(World par1World, int wx, int wy, int wz, Random par5Random) { if (par1World.getGameRules().getGameRuleBooleanValue("doFireTick")) { Block base = Block.blocksList[par1World.getBlockId(wx, wy - 1, wz)]; boolean blockBelowIsFireSource = (base != null && base.isFireSource(par1World, wx, wy - 1, wz, par1World.getBlockMetadata(wx, wy - 1, wz), UP)); if (!this.canPlaceBlockAt(par1World, wx, wy, wz)) { par1World.setBlockToAir(wx, wy, wz); } if (!blockBelowIsFireSource && par1World.isRaining() && (par1World.canLightningStrikeAt(wx, wy, wz) || par1World.canLightningStrikeAt(wx - 1, wy, wz) || par1World.canLightningStrikeAt(wx + 1, wy, wz) || par1World.canLightningStrikeAt(wx, wy, wz - 1) || par1World.canLightningStrikeAt(wx, wy, wz + 1))) { par1World.setBlockToAir(wx, wy, wz); } else { int l = par1World.getBlockMetadata(wx, wy, wz); if (l < 15) { par1World.setBlockMetadataWithNotify(wx, wy, wz, l + par5Random.nextInt(3) / 2, 4); } par1World.scheduleBlockUpdate(wx, wy, wz, this.blockID, this.tickRate(par1World) + par5Random.nextInt(10)); if (!blockBelowIsFireSource && !this.canNeighborBurn(par1World, wx, wy, wz)) { if (!par1World.doesBlockHaveSolidTopSurface(wx, wy - 1, wz) || l > 3) { par1World.setBlockToAir(wx, wy, wz); } } else if (!blockBelowIsFireSource && !this.canBlockCatchFire(par1World, wx, wy - 1, wz, UP) && l == 15 && par5Random.nextInt(4) == 0) { par1World.setBlockToAir(wx, wy, wz); } else { boolean flag1 = par1World.isBlockHighHumidity(wx, wy, wz); byte b0 = 0; if (flag1) { b0 = -50; } this.tryToCatchBlockOnFire(par1World, wx + 1, wy, wz, 300 + b0, par5Random, l, WEST ); this.tryToCatchBlockOnFire(par1World, wx - 1, wy, wz, 300 + b0, par5Random, l, EAST ); this.tryToCatchBlockOnFire(par1World, wx, wy - 1, wz, 250 + b0, par5Random, l, UP ); this.tryToCatchBlockOnFire(par1World, wx, wy + 1, wz, 250 + b0, par5Random, l, DOWN ); this.tryToCatchBlockOnFire(par1World, wx, wy, wz - 1, 300 + b0, par5Random, l, SOUTH); this.tryToCatchBlockOnFire(par1World, wx, wy, wz + 1, 300 + b0, par5Random, l, NORTH); for (int i1 = wx - 1; i1 <= wx + 1; ++i1) { for (int j1 = wz - 1; j1 <= wz + 1; ++j1) { for (int k1 = wy - 1; k1 <= wy + 4; ++k1) { if (i1 != wx || k1 != wy || j1 != wz) { int l1 = 100; if (k1 > wy + 1) { l1 += (k1 - (wy + 1)) * 100; } int i2 = this.getChanceOfNeighborsEncouragingFire(par1World, i1, k1, j1); if (i2 > 0) { int j2 = (i2 + 40 + par1World.difficultySetting * 7) / (l + 30); if (flag1) { j2 /= 2; } if (j2 > 0 && par5Random.nextInt(l1) <= j2 && (!par1World.isRaining() || !par1World.canLightningStrikeAt(i1, k1, j1)) && !par1World.canLightningStrikeAt(i1 - 1, k1, wz) && !par1World.canLightningStrikeAt(i1 + 1, k1, j1) && !par1World.canLightningStrikeAt(i1, k1, j1 - 1) && !par1World.canLightningStrikeAt(i1, k1, j1 + 1)) { int k2 = l + par5Random.nextInt(5) / 4; if (k2 > 15) { k2 = 15; } par1World.setBlock(i1, k1, j1, this.blockID, k2, 3); } } } } } } } } } }
August 10, 201411 yr Author Hi Check out Block.isFireSource(), .getFlammability(), .isFlammable(). You can see how vanilla uses them in BlockFire.updateTick() -TGG public void updateTick(World par1World, int wx, int wy, int wz, Random par5Random) { if (par1World.getGameRules().getGameRuleBooleanValue("doFireTick")) { Block base = Block.blocksList[par1World.getBlockId(wx, wy - 1, wz)]; boolean blockBelowIsFireSource = (base != null && base.isFireSource(par1World, wx, wy - 1, wz, par1World.getBlockMetadata(wx, wy - 1, wz), UP)); if (!this.canPlaceBlockAt(par1World, wx, wy, wz)) { par1World.setBlockToAir(wx, wy, wz); } if (!blockBelowIsFireSource && par1World.isRaining() && (par1World.canLightningStrikeAt(wx, wy, wz) || par1World.canLightningStrikeAt(wx - 1, wy, wz) || par1World.canLightningStrikeAt(wx + 1, wy, wz) || par1World.canLightningStrikeAt(wx, wy, wz - 1) || par1World.canLightningStrikeAt(wx, wy, wz + 1))) { par1World.setBlockToAir(wx, wy, wz); } else { int l = par1World.getBlockMetadata(wx, wy, wz); if (l < 15) { par1World.setBlockMetadataWithNotify(wx, wy, wz, l + par5Random.nextInt(3) / 2, 4); } par1World.scheduleBlockUpdate(wx, wy, wz, this.blockID, this.tickRate(par1World) + par5Random.nextInt(10)); if (!blockBelowIsFireSource && !this.canNeighborBurn(par1World, wx, wy, wz)) { if (!par1World.doesBlockHaveSolidTopSurface(wx, wy - 1, wz) || l > 3) { par1World.setBlockToAir(wx, wy, wz); } } else if (!blockBelowIsFireSource && !this.canBlockCatchFire(par1World, wx, wy - 1, wz, UP) && l == 15 && par5Random.nextInt(4) == 0) { par1World.setBlockToAir(wx, wy, wz); } else { boolean flag1 = par1World.isBlockHighHumidity(wx, wy, wz); byte b0 = 0; if (flag1) { b0 = -50; } this.tryToCatchBlockOnFire(par1World, wx + 1, wy, wz, 300 + b0, par5Random, l, WEST ); this.tryToCatchBlockOnFire(par1World, wx - 1, wy, wz, 300 + b0, par5Random, l, EAST ); this.tryToCatchBlockOnFire(par1World, wx, wy - 1, wz, 250 + b0, par5Random, l, UP ); this.tryToCatchBlockOnFire(par1World, wx, wy + 1, wz, 250 + b0, par5Random, l, DOWN ); this.tryToCatchBlockOnFire(par1World, wx, wy, wz - 1, 300 + b0, par5Random, l, SOUTH); this.tryToCatchBlockOnFire(par1World, wx, wy, wz + 1, 300 + b0, par5Random, l, NORTH); for (int i1 = wx - 1; i1 <= wx + 1; ++i1) { for (int j1 = wz - 1; j1 <= wz + 1; ++j1) { for (int k1 = wy - 1; k1 <= wy + 4; ++k1) { if (i1 != wx || k1 != wy || j1 != wz) { int l1 = 100; if (k1 > wy + 1) { l1 += (k1 - (wy + 1)) * 100; } int i2 = this.getChanceOfNeighborsEncouragingFire(par1World, i1, k1, j1); if (i2 > 0) { int j2 = (i2 + 40 + par1World.difficultySetting * 7) / (l + 30); if (flag1) { j2 /= 2; } if (j2 > 0 && par5Random.nextInt(l1) <= j2 && (!par1World.isRaining() || !par1World.canLightningStrikeAt(i1, k1, j1)) && !par1World.canLightningStrikeAt(i1 - 1, k1, wz) && !par1World.canLightningStrikeAt(i1 + 1, k1, j1) && !par1World.canLightningStrikeAt(i1, k1, j1 - 1) && !par1World.canLightningStrikeAt(i1, k1, j1 + 1)) { int k2 = l + par5Random.nextInt(5) / 4; if (k2 > 15) { k2 = 15; } par1World.setBlock(i1, k1, j1, this.blockID, k2, 3); } } } } } } } } } } Thanks this helped a lot! Check out my website at: http://mattkx4.github.io/
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