Jump to content

Recommended Posts

Posted

There are bits and pieces of up-to-date information about Tile Entities here, on the wiki, on YouTube videos, and of course in Minecraft's source itself, but while I have been looking through all these things for hours I can't get a clear picture of how I'm supposed to make and use Tile Entities.

 

Can someone tell me the fundamentals of making and using them?

 

As an example, I'd like to make a block that, when right-clicked, will open up a trade window that's essentially identical to a villager's trade window.

Posted

I think more information might help me get an answer while I'm AFK so hopefully when I come back I can progress.

 

I've already made a block, and I've got a tile entity class for it (but I don't know if the tile entity class is functional or even written properly).  I've read about "containers" but I don't think the word "container" means the same thing when making a tile entity that it does in game.  I think I have a container class, but I don't really know what it does.  And I don't know how to draw the gui.

 

The only reason I'm asking such broad questions here is because I can't find any good, up-to-date, and comprehensive information anywhere else.  I am not a total noob; I know how to do use Forge and I know intermediate Java.  I already have done some significant work on my mod, I just need to know the procedure for making and using tile entities to do what I mentioned in the original post.

 

Any help at all would be appreciated.  Thanks :)

Posted

Step 1:

 

class MyTileEntityBlock extends BlockContainer

 

Yes, it creates a container but that's because the original vanilla TE objects have inventories.  You don't need to utilize this fact, nor do you need to utilize the NBT data that can easily get saved via entities.

 

Step 2:

 

class MyTileEntityEntity extends TileEntity

 

This class is what's created when you place the block.  The parent class (BlockContainer) will throw an "add unimplemented methods" error, one of which will be function that returns a tile entity.  You'd add "return new MyTileEntityEntity()" there.  WARNING: do not pass parameters or change properties of the TE at this point, as you will want to read these values from the NBT data or they'll get reset on world load.

 

Step 3

 

public class MyTileEntityRenderer extends TileEntitySpecialRenderer

 

This will handle your TE rendering.  You may also have a model that you're using or you might use the tessalator directly.  I've done both.

 

Step 4

 

In your base mod class:

RenderingRegistry.registerBlockHandler(new MyTileEntityRenderer());

You should also use RenderingRegistry.getNextAvailableRenderId() to get a rendering ID and pass it to both your block and render class.

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.

Posted
  On 6/11/2013 at 3:12 PM, ObsequiousNewt said:

Eurgh. I think it's more readable if you name those ContainerMyBlock, TileEntityMyBlock, and RenderMyBlock respectively. In fact, I need to get my partner atrain99 to rename our classes like that :P

 

Whichever.  A lot of tutorials and such always do it as MyFoo and MyBar

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.

Posted
  On 6/11/2013 at 2:31 PM, Draco18s said:

Step 1:

 

class MyTileEntityBlock extends BlockContainer

 

Yes, it creates a container but that's because the original vanilla TE objects have inventories.  You don't need to utilize this fact, nor do you need to utilize the NBT data that can easily get saved via entities.

 

Step 2:

 

class MyTileEntityEntity extends TileEntity

 

This class is what's created when you place the block.  The parent class (BlockContainer) will throw an "add unimplemented methods" error, one of which will be function that returns a tile entity.  You'd add "return new MyTileEntityEntity()" there.  WARNING: do not pass parameters or change properties of the TE at this point, as you will want to read these values from the NBT data or they'll get reset on world load.

 

Step 3

 

public class MyTileEntityRenderer extends TileEntitySpecialRenderer

 

This will handle your TE rendering.  You may also have a model that you're using or you might use the tessalator directly.  I've done both.

 

Step 4

 

In your base mod class:

RenderingRegistry.registerBlockHandler(new MyTileEntityRenderer());

You should also use RenderingRegistry.getNextAvailableRenderId() to get a rendering ID and pass it to both your block and render class.

 

Thanks so much.  Just understanding the basic structure of what I'm trying to do here will help a good deal.  In this example, should MyTileEntityRenderer also implement IMerchant and IInventory?  Rendering a gui is still a little confusing to me, but I know I need at least one of those two.

Posted
  On 6/11/2013 at 9:05 PM, intermediateuser said:

Thanks so much.  Just understanding the basic structure of what I'm trying to do here will help a good deal.  In this example, should MyTileEntityRenderer also implement IMerchant and IInventory?  Rendering a gui is still a little confusing to me, but I know I need at least one of those two.

 

Maybe?  I don't recognize those two classes at the moment.

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.

Posted
  On 6/11/2013 at 9:05 PM, intermediateuser said:

Thanks so much.  Just understanding the basic structure of what I'm trying to do here will help a good deal.  In this example, should MyTileEntityRenderer also implement IMerchant and IInventory?  Rendering a gui is still a little confusing to me, but I know I need at least one of those two.

Your TileEntity, *not* your TESR, should extend IInventory. I don't know about IMerchant.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

Actually now that I have a chance to work on this some more, this whole bit just confuses me.  Why do I need a special renderer?  Can I just have a block, a tile entity, and have that tile entity called in onBlockActivated()?

 

The whole point is to draw a GUI when a block is right-clicked, and I'm not seeing much information about drawing a gui anywhere really.

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

    • wait, i just did that. why didn't it work? also it's the same. help me!!!!
    • Culprit has been located! It was Tough As Nails + (plus) which was among one of the mods *added* before re-entering, in an attempt to improve compatibility. It, for some reason or another, did not want to work!
    • "You can either try to load it with only the vanilla data pack ("safe mode"), or go back to the title screen and fix it manually." Hello! I encountered this error just now while attempting to re-enter my world for the first time. Notably, no mods were removed before encountering this error and, while being able to find this error elsewhere on the internet, in my scenario it is seemingly caused by a specific mod, of which I cannot isolate. Things I have tried: - Enter "Safe Mode" (fails) - Remove datapacks (no change) - Reverted to old save data (no change) Here is the server log: https://mclo.gs/9vJQEfN I use Modrinth mod loader so please let me know how to share my mod list, and if it is needed.
    • So, i'm hosting (or attempting to host) a port-forwarded modded server for 1.12.2. There's quite a few mods in this pack, but they all run and have no compatibility issues (besides something causing the game to crash if you go fullscreen, a problem ive given up trying to identify or fix). It can run on 6gb of ram or less, and works fine in singleplayer. All of my friends that want to join have the exact same mod/config/game setup as I do (I personally helped them set everything up). Just to be safe, we've all allocated 12 gigabytes of RAM to the installation, and I've also allocated 12GB to the server itself. I am able to join with no issue and it runs fine. However, when they try to join, it gets stuck in the 'logging in' screen before their game becomes unresponsive. When they close it, it gives them the exit code 805306369, which usually means not enough RAM, but this cant be the case. On my screen, in the server, it shows them joining, and then disconnecting, so I dont think its a port-forwarding issue. They can all run it just fine in singleplayer as well. The annoying bit about this particular issue is that it generates no crash log. Does anyone have any suggestions? Thanks! Here is my debug log, and his, starting from the same place. MINE: [132647] [Netty Client IO #5INFO] [FML] Attempting connection with missing mods [ctm, fusion] at SERVER 132653.817 [132653] [Client threadINFO] [minecraftGuiConnecting] Connecting to 0, 25565 132654.682 [132654] [Netty Client IO #9INFO] [STDOUT] [xaero.common.core.transformer.ClassNodeTransformertransform29] Transforming class brz net.minecraft.client.network.NetHandlerPlayClient 132654.684 [132654] [Netty Client IO #9INFO] [STDOUT] [xaero.map.core.transformer.ClassNodeTransformertransform29] Transforming class net.minecraft.client.network.NetHandlerPlayClient 132654.764 [132654] [Netty Client IO #9INFO] [FML] Server protocol version 2 132654.777 [132654] [Netty Client IO #9INFO] [FML] Attempting connection with missing mods [ctm, fusion] at SERVER 132656.193 [132656] [Client threadINFO] [FML] Injecting existing registry data into this client instance 132659.081 [132659] [Client threadINFO] [FML] Applying holder lookups 132659.082 [132659] [Client threadINFO] [FML] Holder lookups applied 132659.092 [132659] [Netty Client IO #9INFO] [FML] [Netty Client IO #9] Client side modded connection established HIS: [13:12:16] [Netty Client IO #0/INFO] [FML]: Attempting connection with missing mods [ctm, fusion] at SERVER 13:12:25.597 [13:12:25] [Client thread/INFO] [minecraft/GuiConnecting]: Connecting to (my IP address and the server port 25565) 13:12:26.805 [13:12:26] [Netty Client IO #1/INFO] [STDOUT]: [xaero.common.core.transformer.ClassNodeTransformer:transform:29]: Transforming class brz net.minecraft.client.network.NetHandlerPlayClient 13:12:26.808 [13:12:26] [Netty Client IO #1/INFO] [STDOUT]: [xaero.map.core.transformer.ClassNodeTransformer:transform:29]: Transforming class net.minecraft.client.network.NetHandlerPlayClient 13:12:26.936 [13:12:26] [Netty Client IO #1/INFO] [FML]: Server protocol version 2 13:12:27.114 [13:12:27] [Netty Client IO #1/INFO] [FML]: Attempting connection with missing mods [ctm, fusion] at SERVER 13:12:27.480 [13:12:27] [Client thread/INFO] [FML]: Injecting existing registry data into this client instance 13:12:30.669 [13:12:30] [Client thread/INFO] [FML]: Applying holder lookups 13:12:30.671 [13:12:30] [Client thread/INFO] [FML]: Holder lookups applied 13:13:04.700 Process crashed with exit code -805306369 P.S - Both mods "CTM" and "FUSION" are present in both our folders so idk what that's about.
    • Please read the FAQ (link is orange banner at top of page), and post logs as described there, to an external site such as https://mclo.gs  
  • Topics

×
×
  • Create New...

Important Information

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