Elrol_Arrowsend Posted April 21, 2016 Posted April 21, 2016 I am working on a block that when placed in a custom machine can allow the player to select blocks to change how the block acts in the world. My issue is how i would be able to get the block to store the chosen blocks. I have a tile entiry for the block for when it is placed and what not. Do i use nbt or some other method. Any help is welcome Quote
Ernio Posted April 21, 2016 Posted April 21, 2016 If I understand correctly - you know how to store data in world - as TileEntity, but you don't know how to store data when block is held - as ItemStack? Well - yes, you can simply store NBT inside ItemStack. Just note that they will not stack or something. As to how to exhange that data between TileEntity and ItemStack - you use various methods inside your Block class - you override method of placing to get NBT from ItemStack and transfer it to TileEntity placed and other way around using breakBlock (or something...). Quote 1.7.10 is no longer supported by forge, you are on your own.
coolAlias Posted April 22, 2016 Posted April 22, 2016 Override Block#getDrops to create an ItemStack with the appropriate NBT for the existing TileEntity (the TE will still be intact at the time this method is called). Override Block#onBlockPlacedBy to read information from the ItemStack NBT and set it for the TileEntity (which has already been created for you by this point). Quote http://i.imgur.com/NdrFdld.png[/img]
Choonster Posted April 22, 2016 Posted April 22, 2016 The TileEntity isn't usually intact when Block#getDrops is called, look at Forge's patch to BlockFlowerPot to see how it delays the removal of the TileEntity until after Block#getDrops has been called. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
jeffryfisher Posted April 26, 2016 Posted April 26, 2016 Isn't there a damage to drop method that we can override? Quote The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.
Choonster Posted April 26, 2016 Posted April 26, 2016 Isn't there a damage to drop method that we can override? Block#damageDropped is called from Block#getDrops , so the TileEntity won't be intact when it's called unless you delay its removal. This method doesn't have World or position arguments, so you can't use the TileEntity anyway. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
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