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[1.7.10] What's the best way to modify the vanilla furnace?


ThePwnd

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Greetings all,

 

For context, I had previously tried creating a fork of Terra Firma Craft, and wanted to modify the code to add more config options to create a more modular version that would be compatible with more mods, specifically world gen mods.  However, I've since scrapped that idea because the features I want from TFC are a lot smaller and much, MUCH less invasive...

 

What I'm trying to do:

I've created my own version of the Firestarter from TFC.  It works, I can load it in game, it has the right texture, I've even successfully coded it to light torches from the Realistic Torches Mod.  Now, what I'd like to do is code it so that players must use the Firestarter (or the Flint and Steel, and likely some items from other mods that also start fires, i.e. the matchbox from RTM) to activate a vanilla furnace.  In other words, instead of the furnace automatically starting as soon as players fill both slots in the furnace, I want the furnace to remain idle until the player comes along and lights it with a Firestarter or Flint and Steel, etc.

 

How to go about doing it?

So, there are a few leads I've found, but I'm wondering how many of these are doable, which is best, or if there's a better way that I don't know about.

 

1) Look for a Forge event that could detect when a furnace is about to start smelting.  I looked through Jabelar's list of events on his blog and didn't see one.  Someone on a different thread on the Forge forum mentioned something about a BlockUpdateEvent, but I can't find anything in the source code about that.  There is a FuelBurnTimeEvent, but that appears to be deprecated.

 

2) Create a custom event and register it with the proper event bus.  I've followed a few tutorials on creating new events, and I think I get the gist of it, but I'm unclear on the full scope of what custom events can do.  Can I create an event that listens for when the vanilla furnace block is about to update?

 

3) Reflection.  I haven't looked into this one very much.  It's sort of a new concept to me, but while I was digging around through old threads, someone mentioned that this might be worth looking into.  Is it viable?

 

4) Replace the vanilla furnace with a custom furnace.  This is my last resort.  I'm understand what this would entail - create a custom class that extends the vanilla furnace block, modify it as I desire, register the custom block, remove the crafting recipe for the vanilla furnace, then use one of the Forge events to listen for when a furnace is placed in the world through generation (like when a blacksmith is created in a village) and generate my custom furnace instead.  If all else fails, I'm pretty sure I can get this to work, but this seems like the least efficient method, and I'm not sure it would conform with best practices.  As MineMaarten pointed out in his video on events, what if another mod tries to do the same thing?

 

I would greatly appreciate any feedback/pointers that you have, or any uncovered tutorials I might have missed.

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35 minutes ago, ThePwnd said:

Greetings all,

 

For context, I had previously tried creating a fork of Terra Firma Craft, and wanted to modify the code to add more config options to create a more modular version that would be compatible with more mods, specifically world gen mods.  However, I've since scrapped that idea because the features I want from TFC are a lot smaller and much, MUCH less invasive...

 

What I'm trying to do:

I've created my own version of the Firestarter from TFC.  It works, I can load it in game, it has the right texture, I've even successfully coded it to light torches from the Realistic Torches Mod.  Now, what I'd like to do is code it so that players must use the Firestarter (or the Flint and Steel, and likely some items from other mods that also start fires, i.e. the matchbox from RTM) to activate a vanilla furnace.  In other words, instead of the furnace automatically starting as soon as players fill both slots in the furnace, I want the furnace to remain idle until the player comes along and lights it with a Firestarter or Flint and Steel, etc.

 

How to go about doing it?

So, there are a few leads I've found, but I'm wondering how many of these are doable, which is best, or if there's a better way that I don't know about.

 

1) Look for a Forge event that could detect when a furnace is about to start smelting.  I looked through Jabelar's list of events on his blog and didn't see one.  Someone on a different thread on the Forge forum mentioned something about a BlockUpdateEvent, but I can't find anything in the source code about that.  There is a FuelBurnTimeEvent, but that appears to be deprecated.

 

2) Create a custom event and register it with the proper event bus.  I've followed a few tutorials on creating new events, and I think I get the gist of it, but I'm unclear on the full scope of what custom events can do.  Can I create an event that listens for when the vanilla furnace block is about to update?

 

3) Reflection.  I haven't looked into this one very much.  It's sort of a new concept to me, but while I was digging around through old threads, someone mentioned that this might be worth looking into.  Is it viable?

 

4) Replace the vanilla furnace with a custom furnace.  This is my last resort.  I'm understand what this would entail - create a custom class that extends the vanilla furnace block, modify it as I desire, register the custom block, remove the crafting recipe for the vanilla furnace, then use one of the Forge events to listen for when a furnace is placed in the world through generation (like when a blacksmith is created in a village) and generate my custom furnace instead.  If all else fails, I'm pretty sure I can get this to work, but this seems like the least efficient method, and I'm not sure it would conform with best practices.  As MineMaarten pointed out in his video on events, what if another mod tries to do the same thing?

 

I would greatly appreciate any feedback/pointers that you have, or any uncovered tutorials I might have missed.

1.7.10 Isn't supported, please update.

 

Also the best way would be a custom furnace. I don't think any other way would really work at all.

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12 minutes ago, Big_Bad_E said:

1.7.10 Isn't supported, please update.

 

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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