Posted February 8, 20187 yr I am creating a custom cauldron. It functions almost the same way as vanilla cauldron except it can store multiple liquids. My problem is that I don't know how to detect which liquid I am storing and preventing the player to "mix" liquids in same cauldron (in other words, only one type of liquid can be in cauldron). Any ideas how to do that? Edited February 8, 20187 yr by DonKresenko _ ___ ___| |__ _ __ / __/ __| '_ \| '_ \ \__ \__ \ | | | | | | |___/___/_| |_|_| |_|
February 8, 20187 yr Author 21 minutes ago, diesieben07 said: Before putting a liquid into the cauldron, check if it's empty. Can't tell you more, because you have not posted any code. The thing is that you did not understood what I asked. I want to be able to place more than one liquid in the cauldron but I don't want to "mix" them. In other words, only one liquid can be in the cauldron at the time Here is the onBlockActivated method in my block Spoiler public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) { ItemStack itemstack = playerIn.getHeldItem(hand); if (itemstack.isEmpty()) { return true; } else { int i = ((Integer)state.getValue(LEVEL)).intValue(); Item item = itemstack.getItem(); if (item == Items.LAVA_BUCKET) { if (i < 6 && !worldIn.isRemote) { if (!playerIn.capabilities.isCreativeMode) { playerIn.setHeldItem(hand, new ItemStack(Items.BUCKET)); } playerIn.addStat(StatList.CAULDRON_FILLED); this.setLevel(worldIn, pos, state, i + 1); worldIn.playSound((EntityPlayer)null, pos, SoundEvents.ITEM_BUCKET_EMPTY, SoundCategory.BLOCKS, 1.0F, 1.0F); } return true; } else if (item == Items.BUCKET) { if (i > 0 && !worldIn.isRemote) { if (!playerIn.capabilities.isCreativeMode) { itemstack.shrink(1); if (itemstack.isEmpty()) { playerIn.setHeldItem(hand, new ItemStack(Items.LAVA_BUCKET)); } else if (!playerIn.inventory.addItemStackToInventory(new ItemStack(Items.LAVA_BUCKET))) { playerIn.dropItem(new ItemStack(Items.LAVA_BUCKET), false); } } playerIn.addStat(StatList.CAULDRON_USED); this.setLevel(worldIn, pos, state, i - 1); worldIn.playSound((EntityPlayer)null, pos, SoundEvents.ITEM_BUCKET_FILL, SoundCategory.BLOCKS, 1.0F, 1.0F); } return true; } else { return false; } } } With this code, I can add lava in my cauldron and take it out from the cauldron. Now I want to add the ability to store water, but not if there is lava already in the cauldron. Thank you for the reply Edited February 8, 20187 yr by DonKresenko _ ___ ___| |__ _ __ / __/ __| '_ \| '_ \ \__ \__ \ | | | | | | |___/___/_| |_|_| |_|
February 8, 20187 yr Author 3 minutes ago, diesieben07 said: You need a TileEntity and store which fluid you are storing. I recommend you take a look at the IFluidHandler capability. Ok, I'll have a look. Thank you _ ___ ___| |__ _ __ / __/ __| '_ \| '_ \ \__ \__ \ | | | | | | |___/___/_| |_|_| |_|
February 9, 20187 yr A tile entity is the most flexible way. However, if you're only storing 4 or fewer types of liquid, you can simply use block states. Create a block state property that's an enum of the types of liquids you want to store (lava, water, etc.). Give them each a unique index starting at 4 and counting up. Then, assuming you're still using the same LEVEL property from the vanilla cauldron (an integer from 0 to 3), you can calculate the metadata as level | type.getIndex() and you can get the type back from the metadata by doing simply metadata & 12 to get the index of the type (again, they should start at 4). And of course, you can get the level back from the metadata by doing metadata & 3. If you're storing more than 4 types of liquid, or going beyond the vanilla 3-level system, you'll need that tile entity. Edited February 9, 20187 yr by IceMetalPunk Whatever Minecraft needs, it is most likely not yet another tool tier.
February 9, 20187 yr Author 42 minutes ago, IceMetalPunk said: A tile entity is the most flexible way. However, if you're only storing 4 or fewer types of liquid, you can simply use block states. Create a block state property that's an enum of the types of liquids you want to store (lava, water, etc.). Give them each a unique index starting at 4 and counting up. Then, assuming you're still using the same LEVEL property from the vanilla cauldron (an integer from 0 to 3), you can calculate the metadata as level | type.getIndex() and you can get the type back from the metadata by doing simply metadata & 12 to get the index of the type (again, they should start at 4). And of course, you can get the level back from the metadata by doing metadata & 3. If you're storing more than 4 types of liquid, or going beyond the vanilla 3-level system, you'll need that tile entity. Alright. Thank you _ ___ ___| |__ _ __ / __/ __| '_ \| '_ \ \__ \__ \ | | | | | | |___/___/_| |_|_| |_|
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