Posted January 10, 201510 yr I can't find any tutorials for reading/writing block NBT. If I give the block an item, the block changes model, so I want a tutorial which shows me how to make the change to the block I right clicked on and not every one of them
January 10, 201510 yr override canUpdate to always return false, your TileEntity will then not take up CPU power, only memory ( updateEntity will not be called every tick). Oh I didn't know this! Fancy! Now, does that work for blocks that only need updates on occasion, i.e. neighbor-changed? I'd love to be able to slim the performance on a multiblock I have (TE required, but it does nothing every tick, but does need to know when its neighbors change). Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
January 10, 201510 yr Nope, it's an either-or. Either you receive ticks, or you don't. Everything else would be counter-productive, because then MC would have to call a method on your TE every tick anyways (to check if updateEntity should be called). That you can do yourself. I don't mean "sometimes receive ticks." I was blurring together onNeighborBlockChange for the block. That wouldn't be affected, and that's what I was trying to get at. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
January 11, 201510 yr For the benefit of later folks, in 1.8 this has been replaced: Tickable TileEntities (eg TileEntityDaylightDetector) now implement IUpdatePlayerListBox Non-tickable TileEntities (eg TileEntitySign) don't. -TGG
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