Posted November 11, 201410 yr In my pipe system, I have it so that there a 2 basic functions in the pipes tile entity, to add to the plasma, and to subtract from it. These methods take an int, the difference, to which it adds(addition method) or subtracts(subtraction method) from the internal plasma count. It also takes a tile entity, the 'issuer' tile entity, this tile entity is excluded from the following search for connected pipes, any pipe found has the respective method called, and it repeats. The issuer is exlcuded as to make sure I don't have dupe bugs, in a sense. However there is no method for when a pipe is added, so I made one, the equalization method, called at the end of the constructor. It was originally called in the onBlockAdded method, which is called before createNewTileEntity so. It basically searches for the first connected pipe, and takes it's plasma count, and raises it's own to that count, while the count is 0. However, it can't find any pipes, I've tried instanceof BlockPlasmaPipe, and the current one, neither seem to work. Heres the code: //ONLY call when the block is added! public void equalize() { if(!worldObj.isRemote) { System.out.println("Starting equalization."); System.out.println("Checking for pipes."); if (worldObj.getBlock(xCoord + 1, yCoord, zCoord) != null && getPlasma() == 0) { eqaulizeWith(xCoord + 1, yCoord, zCoord); }if (worldObj.getBlock(xCoord - 1, yCoord, zCoord) != null && getPlasma() == 0) { eqaulizeWith(xCoord - 1, yCoord, zCoord); }if (worldObj.getBlock(xCoord, yCoord + 1, zCoord) != null && getPlasma() == 0) { eqaulizeWith(xCoord, yCoord + 1, zCoord); }if (worldObj.getBlock(xCoord, yCoord - 1, zCoord) != null && getPlasma() == 0) { eqaulizeWith(xCoord, yCoord - 1, zCoord); }if (worldObj.getBlock(xCoord, yCoord, zCoord + 1) != null && getPlasma() == 0) { eqaulizeWith(xCoord, yCoord, zCoord + 1); }if (worldObj.getBlock(xCoord, yCoord, zCoord - 1) != null && getPlasma() == 0) { eqaulizeWith(xCoord, yCoord, zCoord - 1); } } } private void eqaulizeWith(int x, int y, int z) { System.out.println("Checking block for plasma carring properties."); if(worldObj.getBlock(x,y,z) == LabStuffMain.blockPlasmaPipe) { System.out.println("We're good. Plasma currently at: " + getPlasma()); TileEntityPlasmaPipe tile = (TileEntityPlasmaPipe)worldObj.getTileEntity(x,y,z); plasmaInt = tile.getPlasma(); System.out.println("Now it's at: " + getPlasma()); } } Help? [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
November 11, 201410 yr Author So, i take it the onUpdate is called, on every update. I could have a boolean, that ticks to true once it's connected to a network. If I have something like this however, N= existing network with plasma p[ x ]=new pipe with x being number of pipe. N p[z] p[2] p[3] p[...] If p[1] is placed first, then [2][3][...], everything is fine, p[1] gets the count from N, and p[x<1] gets it from p[x-1]. But if we have it like where p[...] is placed, then [3][2][1], [1] gets the count, but [2][3][...] don't until a addition or subtraction occurs, (if it's called from within the network, if, in addition say, the current plasma count + the addition != the issuers plasma count, the addition is changed so it is the difference between the current pipe's plasma count, and the issuer's. This would solve the problems of p[x<1], but you'd have empty pipes until a addition or subtraction call is performed.) Now, I use updateEntity(), is that the same thing as onUpdate, or is it different [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
November 11, 201410 yr Author I guess I should just have it so that it keeps running till it finds some plasma. So a the end of equalizeWith, put if(plasmaInt > 0) networked = true; [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
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