Jump to content

[1.10] Using two fluid tanks in one tile entity


slugslug

Recommended Posts

The capability methods have an

EnumFacing

parameter you could use to decide which tank to return.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Link to comment
Share on other sites

How would that help me?

How would I decide witch one to return.

Psuedo-code:

if (side is up) return tank1
if (side is down) return tank2

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Link to comment
Share on other sites

If you don't want to do sides, you could designate which one is an output tank, and then input is easy, just fill based off fluid

Or you could use the EnumFacing to get the block pulling out fluid, check it's tanks for what it's holding, and output that.

Pseudo-code

if(getTileEntity(pos.offset(facing)).fluid == tank1.fluid) return tank1; else if(getTileEntity(pos.offset(facing)).fluid == tank2.fluid) return tank2;

[shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I recently updated my mods and now my game is crashing on startup i tried adding them one at a time and couldn't find anything wrong and no crash log is being made the only thing I have is the debug log. If it helps I'm also using the curseforge launcher to launch the game. Minecraft version- 1.20.1 Forge Version-47.2.0 https://gist.github.com/keepinitreal247/d3105af6bb70e30f183505715113c61a
    • i managed to use another launcher but it still says logging in
    • i tried to open the modpack with multimc by importing it from Ftb and it gave me an error https://paste.ee/p/YDqWN
    • Hi, I'm trying to render a single quad in the world. I'm mixing into the ChestRenderer class. If I understand correctly, BufferSource#getBuffer opens a buffer according to the supplied RenderType (Quads with POSITION_COLOR in my case). Then, I can supply my vertices (a simple 1-block plane along the Z Axis) and close the buffer using BufferSource#endBatch for rendering. This is the code I'm using: @Inject(at = @At("TAIL"), method = "render(...)V") public void render(T blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource multiBufferSource, int packedLight, int packedOverlay, CallbackInfo ci) { BlockPos pos = blockEntity.getBlockPos(); AABB box = new AABB(pos, pos.offset(1, 1, 1)); BufferSource buffer = Minecraft.getInstance().renderBuffers().bufferSource(); VertexConsumer consumer = buffer.getBuffer(RenderType.guiOverlay()); poseStack.pushPose(); poseStack.translate(-pos.getX(), -pos.getY(), -pos.getZ()); consumer.vertex(box.minX, box.maxY, box.minZ).color(1, 1, 1, 1).endVertex(); consumer.vertex(box.minX, box.maxY, box.maxZ).color(1, 1, 1, 1).endVertex(); consumer.vertex(box.minX, box.minY, box.maxZ).color(1, 1, 1, 1).endVertex(); consumer.vertex(box.minX, box.minY, box.minZ).color(1, 1, 1, 1).endVertex(); buffer.endBatch(RenderType.guiOverlay()); poseStack.popPose(); } However, the plane does not get rendered. However, if I replace those 4 vertices with a call to LevelRenderer#renderLineBox and set the RenderType to LINES, it works. Do I need something else to render planes other than the 4 edges of the quad? I used QUADS back in 1.8 where it was still the raw OpenGL type and it worked then. Or am I missing something else entirely? Thanks!
  • Topics

×
×
  • Create New...

Important Information

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