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Posted

Here's what I'm trying to do:

I want to make a machine that makes something when It's 3 inputs are filled, and a recipe is matched. I also want it to do it over time like a furnace does, but without using fuel.

Here's the code I have so far:

Block Class

Spoiler

package com.awsome.testmod.blocks;

import java.util.Random;

import com.awsome.testmod.References;

import net.minecraft.block.Block;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.item.Item;
import net.minecraft.util.EnumBlockRenderType;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class ElectronicsFabricator extends Block {
	
	public ElectronicsFabricator(String unlocalizedName, String registryName) {
		super(Material.IRON);
		this.setUnlocalizedName(unlocalizedName);
		blockSoundType = SoundType.METAL;
		this.setRegistryName(new ResourceLocation(References.MODID, registryName));
		this.setHardness(5);
		this.setResistance(30);
	}

	@Override
	public Item getItemDropped(IBlockState state, Random rand, int fortune) {
		return Item.getItemFromBlock(this);
	}
	 
	@SideOnly(Side.CLIENT)
	public Item getItem(World worldIn, BlockPos pos) {
		return Item.getItemFromBlock(this);
	}
	 
	@Override
	public EnumBlockRenderType getRenderType(IBlockState parIBlockState) {
       return EnumBlockRenderType.MODEL;
	}
} 

 

Tile Entity Class:

Spoiler

package com.awsome.testmod.tileentity;

import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.common.capabilities.ICapabilityProvider;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.ItemStackHandler;

public class TileFabricator extends TileEntity implements ICapabilityProvider {
	
	private ItemStackHandler handler;
	
	public TileFabricator() {
		this.handler = new ItemStackHandler(4);
	}
	
	@Override
	public void readFromNBT(NBTTagCompound compound) {
		this.handler.deserializeNBT(compound.getCompoundTag("ItemStackHandler"));
		super.readFromNBT(compound);
	}
		
	
	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound compound) {
		compound.setTag("ItemStackHandler", this.handler.serializeNBT());
		return super.writeToNBT(compound);
	}
	
	@Override
	public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
		if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
			return CapabilityItemHandler.ITEM_HANDLER_CAPABILITY.cast(this.handler);
		}
		return super.getCapability(capability, facing);
	}
	
	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
		if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
			return true;
		}
			
		return super.hasCapability(capability, facing);
	}
	
	public boolean isUseableByPlayer(EntityPlayer player) {
		return this.world.getTileEntity(this.getPos()) == this
				&& player.getDistanceSq(this.pos.add(0.5, 0.5, 0.5)) <= 64;
	}
	
	@Override
	public boolean shouldRefresh(World world, BlockPos pos, IBlockState oldState, IBlockState newSate) {
		return false;
	}

}

 

Container Class:

Spoiler

package com.awsome.testmod.container;

import com.awsome.testmod.tileentity.TileFabricator;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.IItemHandler;
import net.minecraftforge.items.SlotItemHandler;

public class ContainerFabricator extends Container {
    
        private TileFabricator te = new TileFabricator();
        private IItemHandler handler;
    
    public ContainerFabricator(IInventory playerInv, TileFabricator te) {
        this.te = te;
        this.handler = te.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null);
        
        this.addSlotToContainer(new SlotItemHandler(handler, 0, 30, 17));
        this.addSlotToContainer(new SlotItemHandler(handler, 1, 48, 17));
        this.addSlotToContainer(new SlotItemHandler(handler, 2, 66, 17));
        this.addSlotToContainer(new SlotItemHandler(handler, 3, 30, 35));
        
        int xPos = 8;
        int yPos = 84;
                
        for (int y = 0; y < 3; ++y) {
            for (int x = 0; x < 9; ++x) {
                this.addSlotToContainer(new Slot(playerInv, x + y * 9 + 9, xPos + x * 18, yPos + y * 18));
            }
        }
                
        for (int x = 0; x < 9; ++x) {
            this.addSlotToContainer(new Slot(playerInv, x, xPos + x * 18, yPos + 58));
        }
    }
    
    @Override
    public boolean canInteractWith(EntityPlayer playerIn) {
        return this.te.isUseableByPlayer(playerIn);
    }
    
    @Override
    public ItemStack transferStackInSlot(EntityPlayer playerIn, int fromSlot) {
        ItemStack previous = ItemStack.EMPTY;
        Slot slot = (Slot) this.inventorySlots.get(fromSlot);

        if (slot != null && slot.getHasStack()) {
            ItemStack current = slot.getStack();
            previous = current.copy();

            if (fromSlot < this.handler.getSlots()) {
                if (!this.mergeItemStack(current, handler.getSlots(), handler.getSlots() + 36, true))
                    return ItemStack.EMPTY;
            } else {
                if (!this.mergeItemStack(current, 0, handler.getSlots(), false))
                    return ItemStack.EMPTY;
            }

            if (current.getCount() == 0) 
                slot.putStack(ItemStack.EMPTY); 
            else
                slot.onSlotChanged();

            if (current.getCount() == previous.getCount())
                return null;
            slot.onTake(playerIn, current);
        }
        return previous;
    }
    
}

 

I just don't know where to start on adding the code for the actual machine crafting. So if anyone is willing to give me some advice, please do so.

Posted

You need to create a class that tracks the recipes and can figure out the result from the inputs.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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