Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

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

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...).

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

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).

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.

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.

Isn't there a damage to drop method that we can override?

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.

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.

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.

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...

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.