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nicolas1410

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  1. I understood that, but if my structure has 3 different blocks, I'll have to Override this in the 3 blocks classes right.
  2. Thank you all for your answers, Vanilla's Obsidian Blocks was just an idea, if it's simpler to do that with my own blocks I'll go this way. I actually don't want to make my structures to check every tick if the structure is full, if that's possible of course ( onNeighorChange something like that I guess ) it prevent lags on servers when a lot of structures are placed on the world. It'd look like some old bricks furnace. Also, flame & smoke animation. I should override this on the blocks I'll use ? It's ok to use this if the structures has 3 different blocks ? I've made an item that I'd like to use to make the structure appear. Dunno how to make this work properly, maybe, onItemRightClick then check if the structure is full. --- So, first of all, I'd make a method that check when all blocks are placed in the TE and an other when the structure is complete. Then, in my blocks class, override the 2 methods "hasTileEntity" "getTileEntity"
  3. Alright, the TE is done, nothing much there to be honest it's just like one of my basic furnace atm, it's just for practicing the multi-block. I'd use the obsidian block for this structure, I guess it won't be a problem, right ? The structure would be : Air : A Obsidian : O Nether Star Block : X OOO OOO OOO XOX OAO XOX OOO OOO OOO Well, sometimes people just give some tutorials with all the code already done & without real explanations. I appreciate that you guys won't give any code & that you take your time for me.
  4. I only tried to understand by what I should start with. - I've seen that I'd make a TileEntity, obviously. - Certainly a class needed to detect/scan the structure. I can't see what is really needed there. That's pretty all I've attempted. If there's a way to "draw" the structure in the code, it'd be awesome tho. Thank you for your response
  5. Hello, I'm currently working on a server with some friends, blabla. We've got a loadshit of ideas we're working on right now, but this one is blocking us. What is really needed to create a Multi-Block Structure ? I mean, I looked on the Nether Portal code, but still, it's almost incomprehensible. If you could send me the steps for that, but don't give me the code please it won't really help me. Regards,
  6. Sorry for my stupid question. Thanks for your answer. I did this and it's working so playerIn.inventory.hasItemStack(new ItemStack(IFItems.Pokeball, 1/*amout*/, 1/*metadata*/));
  7. Hey ! Recently I've make an item that can store mobs ( a Pokeball actually ) which can be fired with a kind of rocket pokelauncher. I've some problems in here to differentiate my Pokeballs ( Empty or Not ) I find something to differentiate them at the end when it gets consummed : playerIn.inventory.clearMatchingItems(IFItems.Pokeball, 1, 1, null); But I can't find anything like that to differentiate the 2 pokeballs in my rocket pokelauncher. Code of the rocket pokelauncher : Thanks for your help in advance.
  8. Alright, so what he was trying to say is, with his pokeball launcher he has this code. He's trying to differentiate a Pokeball without any entity inside to a Pokeball with an entity inside.
  9. So I've tried to find how to do a Multiblock furnace. I've find some example codes but without any explanation why they're doing this like that. Could someone basically explain it please?
  10. Thanks for your reply. I'm looking this tutorial right now.
  11. Hi, so basically, when I open my Gui this happens : https://gyazo.com/6b88764f284202da8927003f1caeb4b9 It dupes the items in the inventory, sometimes the gui put the items in one of my armor slots. + I don't know why the gui is on the left, I tried to figure that out but not results. My classes: Gui Class: http://pastebin.com/BTfGTaKZ - Container Class: http://pastebin.com/kpWvw1nT - TileEntity Class: http://pastebin.com/uTE7rjDF - GuiHandler Class: http://pastebin.com/AJtRDUAU - Block Class: http://pastebin.com/wZkmbjRj - The TileEntity is registered in the Client Proxy >>> Init The GuiHandler is registered in the Common Proxy >>> Init Could someone help me out please?
  12. Thank you very much. I'll take a look when I come back at home
  13. Can someone tell me what to about Gui's please? I'm trying to create a real new Anvil, with other possibilites than the Vanilla's. Let me know what do I exactly have to do. ( What does it need to make a GUI ). Thank you in advance.
  14. I get this error when I write all of Init to PreInit clientproxy
  15. resources path : \src\main\resources\assets\tm The Blockstate "\src\main\resources\assets\tm\blockstates" : http://pastebin.com/QgGQnAi1 The Block Model "\src\main\resources\assets\tm\models\block": http://pastebin.com/B65bw3up The Item Model "\src\main\resources\assets\tm\models\item": http://pastebin.com/tQydB4KW Client - http://pastebin.com/5Ai5W4wZ Main - http://pastebin.com/1i84DHUu
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