Jump to content

More quick question than support


GodOfYeti

Recommended Posts

We can't help you if we can neither see your code nor get a better error description than "it get's all wonky".

 

I dont really want to add the code in until I get a fix but when the pipes connect at a 90 degree angle the block bounds extends outwards to try to keep it a block but I want to know how to get the block bounds to hug the pipe no matter what

Link to comment
Share on other sites

We can't help you if we can neither see your code nor get a better error description than "it get's all wonky".

 

Also, look at the stairs code to see how collision boxes for those work. You can manipulate the frame rendering of the overlay with the RenderBlockOverlayEvent. Simply cancel the event and render your own overlay.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Link to comment
Share on other sites

Minecraft only allows bound boxes as 6 sided cubes and not complicated shapes, even stairs have a protruding bound box, its only the ray tracing that works on the actual rendered object.

 

Try Raytracing

http://gamedev.stackexchange.com/questions/59858/how-to-find-the-entity-im-looking-at

 

But the collision box will have to be custom rendered, for it to be a tight fit with the actual object.

I require Java, both the coffee and the code :)

Link to comment
Share on other sites

Minecraft only allows bound boxes as 6 sided cubes and not complicated shapes, even stairs have a protruding bound box, its only the ray tracing that works on the actual rendered object.

 

Try Raytracing

http://gamedev.stackexchange.com/questions/59858/how-to-find-the-entity-im-looking-at

 

But the collision box will have to be custom rendered, for it to be a tight fit with the actual object.

 

Only the overlay of the stairs have 1 AABB. Their actual collision model has multiple ones.

You don't need raytracing for blocks...

Just use the stairs code for the collision box (which has multiple AABBs) and for the overlay use the RenderBlockOverlayEvent.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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.

Guest
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 made a block entity in forge 1.20.1, I want to prevent hopper from taking input slot item, i tried to override the extractItem method, it prevented hopper from taking input slot item, but the player also unable to take/change the item in input slot unless the slot is empty. public class FluidSeparatorBlockEntity extends BlockEntity implements MenuProvider { private static final int INPUT_SLOT = 0; private final CustomItemHandler itemHandler = new CustomItemHandler(3){ @Override protected void onContentsChanged(int slot) { setChanged(); } @Override public boolean isItemValid(int slot, @NotNull ItemStack stack) { return slot == INPUT_SLOT; } @Override public @NotNull ItemStack extractItem(int slot, int amount, boolean simulate) { if (slot == INPUT_SLOT) { return ItemStack.EMPTY; } return super.extractItem(slot, amount, simulate); } }; private LazyOptional<IItemHandler> lazyItemHandler = LazyOptional.empty(); protected final ContainerData data; private int progress = 0; private int maxProgress = 78; public FluidSeparatorBlockEntity(BlockPos pPos, BlockState pBlockState) { super(ModBlockEntities.FLUID_SEPARATOR_BE.get(), pPos, pBlockState); this.data = new ContainerData() { @Override public int get(int pIndex) { return switch (pIndex) { case 0 -> FluidSeparatorBlockEntity.this.progress; case 1, 2 -> FluidSeparatorBlockEntity.this.maxProgress; default -> 0; }; } @Override public void set(int pIndex, int pValue) { switch (pIndex) { case 0 -> FluidSeparatorBlockEntity.this.progress = pValue; case 1, 2 -> FluidSeparatorBlockEntity.this.maxProgress = pValue; } } @Override public int getCount() { return 3; } }; } @Override public @NotNull <T> LazyOptional<T> getCapability(@NotNull Capability<T> cap, @Nullable Direction side) { if(cap == ForgeCapabilities.ITEM_HANDLER) { return lazyItemHandler.cast(); } return super.getCapability(cap, side); } @Override public void onLoad() { super.onLoad(); lazyItemHandler = LazyOptional.of(() -> itemHandler); } @Override public void invalidateCaps() { super.invalidateCaps(); lazyItemHandler.invalidate(); } public void drops() { SimpleContainer inventory = new SimpleContainer(itemHandler.getSlots()); for(int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, itemHandler.getStackInSlot(i)); } Containers.dropContents(this.level, this.worldPosition, inventory); } @Override public Component getDisplayName() { return Component.translatable("block.chemmaster.fluid_separator"); } @Nullable @Override public AbstractContainerMenu createMenu(int pContainerId, Inventory pPlayerInventory, Player pPlayer) { return new FluidSeparatorMenu(pContainerId, pPlayerInventory, this, this.data); } @Override protected void saveAdditional(CompoundTag pTag) { pTag.put("inventory", itemHandler.serializeNBT()); pTag.putInt("fluid_separator.progress", progress); super.saveAdditional(pTag); } @Override public void load(CompoundTag pTag) { super.load(pTag); itemHandler.deserializeNBT(pTag.getCompound("inventory")); progress = pTag.getInt("fluid_separator.progress"); } public void tick(Level pLevel, BlockPos pPos, BlockState pState) { ItemStack inputStack = this.itemHandler.getStackInSlot(INPUT_SLOT); if (inputStack.getCount() < 2) { resetProgress(); return; } if(hasRecipe()) { increaseCraftingProgress(); setChanged(pLevel, pPos, pState); if(hasProgressFinished()) { craftItem(); resetProgress(); } } else { resetProgress(); } } private void resetProgress() { progress = 0; } private void craftItem() { Optional<FluidSeparatingRecipe> recipe = getCurrentRecipe(); if (recipe.isPresent()) { List<ItemStack> results = recipe.get().getOutputs(); ItemStack inputStack = this.itemHandler.getStackInSlot(INPUT_SLOT); if (inputStack.getCount() < 2) { // If there are not enough items, do not proceed with crafting return; } // Extract the input item from the input slot this.itemHandler.internalExtractItem(INPUT_SLOT, 2, false); // Loop through each result item and find suitable output slots for (ItemStack result : results) { int outputSlot = findSuitableOutputSlot(result); if (outputSlot != -1) { this.itemHandler.setStackInSlot(outputSlot, new ItemStack(result.getItem(), this.itemHandler.getStackInSlot(outputSlot).getCount() + result.getCount())); } else { // Handle the case where no suitable output slot is found // This can be logging an error, throwing an exception, or any other handling logic System.err.println("No suitable output slot found for item: " + result); } } } } private int findSuitableOutputSlot(ItemStack result) { // Implement logic to find a suitable output slot for the given result // Return the slot index or -1 if no suitable slot is found for (int i = 0; i < this.itemHandler.getSlots(); i++) { // Ensure we do not place the output item in the input slot if (i == INPUT_SLOT) { continue; } ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || (stackInSlot.getItem() == result.getItem() && stackInSlot.getCount() + result.getCount() <= stackInSlot.getMaxStackSize())) { return i; } } return -1; } private boolean hasRecipe() { Optional<FluidSeparatingRecipe> recipe = getCurrentRecipe(); if (recipe.isEmpty()) { return false; } List<ItemStack> results = recipe.get().getOutputs(); for (ItemStack result : results) { if (!canInsertAmountIntoOutputSlot(result) || !canInsertItemIntoOutputSlot(result.getItem())) { return false; } } return true; } private Optional<FluidSeparatingRecipe> getCurrentRecipe(){ SimpleContainer inventory = new SimpleContainer(this.itemHandler.getSlots()); for (int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, this.itemHandler.getStackInSlot(i)); } return this.level.getRecipeManager().getRecipeFor(FluidSeparatingRecipe.Type.INSTANCE, inventory, level); } private boolean canInsertAmountIntoOutputSlot(ItemStack result) { for (int i = 1; i < this.itemHandler.getSlots(); i++) { ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || (stackInSlot.getItem() == result.getItem() && stackInSlot.getCount() + result.getCount() <= stackInSlot.getMaxStackSize())) { return true; } } return false; } private boolean canInsertItemIntoOutputSlot(Item item) { for (int i = 1; i < this.itemHandler.getSlots(); i++) { ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || stackInSlot.getItem() == item) { return true; } } return false; } private boolean hasProgressFinished() { return progress >= maxProgress; } private void increaseCraftingProgress() { progress++; } }  
    • No dice. Unfortunately this fix didn't work, thank you though.
    • Maybe you need a rayon mod. https://www.curseforge.com/minecraft/mc-mods/rayon
    • Not sure what's going on the logs are making even less sense than usual to me. Any help would be much appreciated.   https://paste.ee/p/KBHyP#s=0
  • Topics

×
×
  • Create New...

Important Information

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