Posted July 1, 201312 yr As the title slightly states, I want my tile entity that is connected to my "egg" block to start incubating when there is a lit furnace nearby (within one block that is directly touching it, it is shown in the code below). I have tried using the same code (with a few exceptions to some parts) in the block file in onBlockAddedToWorld() [i am pretty sure that's what its called] and onNeighbourChange() [or whatever it is called] and it didn't seem to set the set the egg incubating. That reminds me, I may have stuffed my incubating handler, so I will include that too. Incubating Handler: package rpg.handlers.events; import net.minecraftforge.event.ForgeSubscribe; import net.minecraftforge.event.entity.living.LivingEvent; import rpg.blocks.tileentity.TileEntityPetEgg; import rpg.network.packet.PacketSpawnPet; public class IncubatorHandler { @ForgeSubscribe public void incubateEgg(LivingEvent event){ TileEntityPetEgg petEgg = new TileEntityPetEgg(); if(petEgg.canIncubate) { int timer = petEgg.getIncubatingTimer(); timer++; if (timer >= petEgg.getIncubationTime()) { new PacketSpawnPet(event.entity.worldObj, petEgg.petType).sendToServer(); System.out.println("Incubation finishes in: " + timer + "EntityPlayer Updates"); } if(timer == petEgg.getIncubationTime()) { petEgg.setIncubatingTimer(0); } } } } TileEntityPetEgg (the tile entity in question) package rpg.blocks.tileentity; import net.minecraft.block.Block; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.tileentity.TileEntity; import rpg.blocks.BlockPetEgg; import rpg.pet.EnumPetType; public class TileEntityPetEgg extends TileEntity { public boolean canIncubate = false; public int incubatingTimer = 0; public EnumPetType petType; public TileEntityPetEgg() { this.petType = BlockPetEgg.petType; } /** * Allows the entity to update its state. Overridden in most subclasses, e.g. the mob spawner uses this to count * ticks and creates a new spawn inside its implementation. */ public void updateEntity() { boolean isFurnaceAbove = this.worldObj.getBlockId(this.xCoord, this.yCoord + 1, this.zCoord) == Block.furnaceBurning.blockID; boolean isFurnaceBelow = this.worldObj.getBlockId(this.xCoord, this.yCoord - 1, this.zCoord) == Block.furnaceBurning.blockID; boolean isFurnaceLeft = this.worldObj.getBlockId(this.xCoord - 1, this.yCoord, this.zCoord) == Block.furnaceBurning.blockID; boolean isFurnaceRight = this.worldObj.getBlockId(this.xCoord + 1, this.yCoord, this.zCoord) == Block.furnaceBurning.blockID; boolean isFurnaceInFront = this.worldObj.getBlockId(this.xCoord, this.yCoord, this.zCoord + 1) == Block.furnaceBurning.blockID; boolean isFurnaceBehind = this.worldObj.getBlockId(this.xCoord, this.yCoord, this.zCoord - 1) == Block.furnaceBurning.blockID; boolean isFurnaceAboveOrBelow = isFurnaceAbove && isFurnaceBelow; boolean isFurnaceLeftOrRight = isFurnaceLeft && isFurnaceRight; boolean isFurnaceInFrontOrBehind = isFurnaceInFront && isFurnaceBehind; boolean furnaceIsNearby = isFurnaceAboveOrBelow && isFurnaceLeftOrRight && isFurnaceInFrontOrBehind; if(furnaceIsNearby) { this.canIncubate = true; } } public int getIncubationTime() { return BlockPetEgg.incubationTime; } @Override public void writeToNBT(NBTTagCompound par1NBTTag) { super.writeToNBT(par1NBTTag); par1NBTTag.setBoolean("canIncubate", canIncubate); par1NBTTag.setInteger("incubatingTimer", incubatingTimer); } @Override public void readFromNBT(NBTTagCompound par1NBTTag) { super.readFromNBT(par1NBTTag); canIncubate = par1NBTTag.getBoolean("canIncubate"); incubatingTimer = par1NBTTag.getInteger("incubatingTimer"); } public int getIncubatingTimer() { return this.incubatingTimer; } public int setIncubatingTimer(int newTime) { if(this.incubatingTimer != newTime) this.incubatingTimer = newTime; return this.incubatingTimer; } } That should be all. There is no code in the block file anymore that has anything to do with the incubating of it. The only code that is to do with the TileEntityPetEgg is the registering it and such. I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
July 1, 201312 yr Your TE is created by a BlockContainer class. That class is a subclass of Block. Block has a function called onNeighborChanged Use it. 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.
July 2, 201312 yr Your TE is created by a BlockContainer class. That class is a subclass of Block. Block has a function called onNeighborChanged Use it. He said he did. I'd like to see that setup, though. BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
July 2, 201312 yr Author Your TE is created by a BlockContainer class. That class is a subclass of Block. Block has a function called onNeighborChanged Use it. Your TE is created by a BlockContainer class. That class is a subclass of Block. Block has a function called onNeighborChanged Use it. He said he did. I'd like to see that setup, though. Okay. Ill show you what I had in a re-create of it. Block code: TileEntityPetEgg petEgg = new TileEntityPetEgg(); @Override /** * Called whenever the block is added into the world. Args: world, x, y, z */ public void onBlockAdded(World par1World, int par2, int par3, int par4) { par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World)); boolean isFurnaceAbove = par1World.getBlockId(par2, par3 + 1, par4) == Block.furnaceBurning.blockID; boolean isFurnaceBelow = par1World.getBlockId(par2, par3 - 1, par4) == Block.furnaceBurning.blockID; boolean isFurnaceLeft = par1World.getBlockId(par2 - 1, par3, par4) == Block.furnaceBurning.blockID; boolean isFurnaceRight = par1World.getBlockId(par2 + 1, par3, par4) == Block.furnaceBurning.blockID; boolean isFurnaceInFront = par1World.getBlockId(par2, par3, par4 + 1) == Block.furnaceBurning.blockID; boolean isFurnaceBehind = par1World.getBlockId(par2, par3, par4 - 1) == Block.furnaceBurning.blockID; boolean isFurnaceAboveOrBelow = isFurnaceAbove && isFurnaceBelow; boolean isFurnaceLeftOrRight = isFurnaceLeft && isFurnaceRight; boolean isFurnaceInFrontOrBehind = isFurnaceInFront && isFurnaceBehind; boolean furnaceIsNearby = isFurnaceAboveOrBelow && isFurnaceLeftOrRight && isFurnaceInFrontOrBehind; if(furnaceIsNearby) { this.petEgg.canIncubate = true; } } @Override /** * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are * their own) Args: x, y, z, neighbor blockID */ // This is the method to use to see if a furnace has been placed so that the egg can be incubated public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) { par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World)); boolean isFurnaceAbove = par1World.getBlockId(par2, par3 + 1, par4) == Block.furnaceBurning.blockID; boolean isFurnaceBelow = par1World.getBlockId(par2, par3 - 1, par4) == Block.furnaceBurning.blockID; boolean isFurnaceLeft = par1World.getBlockId(par2 - 1, par3, par4) == Block.furnaceBurning.blockID; boolean isFurnaceRight = par1World.getBlockId(par2 + 1, par3, par4) == Block.furnaceBurning.blockID; boolean isFurnaceInFront = par1World.getBlockId(par2, par3, par4 + 1) == Block.furnaceBurning.blockID; boolean isFurnaceBehind = par1World.getBlockId(par2, par3, par4 - 1) == Block.furnaceBurning.blockID; boolean isFurnaceAboveOrBelow = isFurnaceAbove && isFurnaceBelow; boolean isFurnaceLeftOrRight = isFurnaceLeft && isFurnaceRight; boolean isFurnaceInFrontOrBehind = isFurnaceInFront && isFurnaceBehind; boolean furnaceIsNearby = isFurnaceAboveOrBelow && isFurnaceLeftOrRight && isFurnaceInFrontOrBehind; if(furnaceIsNearby) { this.petEgg.canIncubate = true; } } Those were the two methods I used, but the System.out wasn't appearing in my console whenever there was a lit furnace next to it. I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
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