Jump to content

Recommended Posts

Posted

Sorry if a similar question has been asked before. I did some searching around and couldn't find anything.

 

Is it possible for me to modify the vanilla cauldron to hold an item stack when right clicked with it? Specifically, I want to be able to right click a cauldron with leather, then have the leather get rendered floating inside of the cauldron.

 

Is it possible to attach all of this behavior to the vanilla cauldron? Or would I have to make my own cauldron from scratch?

 

Thanks!

Posted

If Cauldron was TileEntity - sure you could then, but cauldron is not TE (sadly for you).

 

Everything cauldron block knows is its 16 states (like any other block). And it cannot hold data.

 

Your 2 options are:

* Impement new Cauldron ("BetterCauldron") that will have its own TileEntity with IInventory.

In this case you can also use BlockEvent.PlaceEvent to detect if block is Cauldron - and if so - replace it with your own :D

Pros: Easier, more compatybile, less buggy?

Cons: You still have vanilla cauldron left.

 

* "Hack" into world and whenever Cauldron is loaded/placed - place TileEntity at its BlockPos.

Utilize Forge events to launch interaction (lookup PlayerEvents - there are interaction events like block-clicking).

Pros: You will simulate TileEntity at Cauldron pos, that will work for all vanilla Cauldrons.

Cons: Will be probably HARD to hack your way into it as vanilla takes good care of badly assigned TileEntities (they are removed).

Might even have to ASM.

 

I'd go with 1st one - much safer!

 

EDIT

As to rendering - you will probably want to use TESR (google).

1.7.10 is no longer supported by forge, you are on your own.

Posted

Ah, that sucks that the vanilla cauldron isn't a tile entity... I assumed it would be. Oh well, I guess implementing my own cauldron isn't that bad. Thanks for the help!

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Please read the FAQ and post logs as described there.
    • Upon starting the server I get; [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [     Framework (framework) has failed to load correctly §7java.lang.NoClassDefFoundError: net/minecraft/client/gui/components/toasts/Toast ] I suspect there is a (possibly a few) client-only mods installed on my server. Any help would be appreciated! (Yes I know there are a lot of mods...) Here is the crash log:   https://paste.ee/p/pRz5mhMl#s=0
    • That's basically what the failure does, my apologies for failing to specify.  It just tries again on the next tick until it detects the entities for that chunk are loaded, and then tries to load the entity.  From there it gets into different failure states depending on what goes wrong, but in short, if the entity fails to load once the entity list becomes available, the request is cleared and must be resubmitted by the end user.  There should be few cases where that actually happens. Yes, that is my understanding of forceloading.  That's why on a successful summon, it removes the forceload.  Otherwise it does just leave the chunks loaded long term. Thank you for your help, any knowledge is useful!  I don't often mess with forceloading and my prior experience is 1.16 so I'm also a bit out of my depth haha.
    • I will have to do more research about 1.18 chunk loading. You were unclear about how your code manages with the entity load failure. If you simply used a loop, I suggest submitting a tick task to the next tick which does the same thing, checking if the entities are loaded and if so teleporting the right one else submitting another tick task etc. Also I think forceloading permanently force loads the chunk, and it only starts to unload when you make a subsequent call to mark the chunk as not forceloaded. I may be completely wrong, I dont know much about 1.18, most of my experience is 1.20. Good luck I hope you figure it out after all this time 😅
    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
  • Topics

×
×
  • Create New...

Important Information

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