Mattkx10 Posted August 9, 2014 Share Posted August 9, 2014 I'm making a Netherrack Furnace, and would like to give the feature that would give it infinite fire! So just like regular netherrack, I would want it to be like if you lit the furnace on the top, then it would burn forever until you put it out. If you could come up with somewhere to point me, or some code, that would be great! ~Mattkx10 (AKA: Mattkx4 or Mattkx9) http://mattkx4.github.io/ Quote Check out my website at: http://mattkx4.github.io/ Link to comment Share on other sites More sharing options...
MikeZ Posted August 9, 2014 Share Posted August 9, 2014 Hi! Look in the Netherrack class. There must be some code for that. Mike Quote Link to comment Share on other sites More sharing options...
Mattkx10 Posted August 9, 2014 Author Share Posted August 9, 2014 Already, checked. There isn't anything. Quote Check out my website at: http://mattkx4.github.io/ Link to comment Share on other sites More sharing options...
Mitchellbrine Posted August 9, 2014 Share Posted August 9, 2014 Check the fire class. Quote -Mitchellbrine Minecraft can do ANYTHING, it's coded in Java and you got the full power of Java behind you when you code. So nothing is impossible. It may be freaking fucking hard though, but still possible If you create a topic on Modder Support, live by this motto: I don't want your charity, I want your information Link to comment Share on other sites More sharing options...
Mattkx10 Posted August 9, 2014 Author Share Posted August 9, 2014 Check the fire class. BlockFire? Quote Check out my website at: http://mattkx4.github.io/ Link to comment Share on other sites More sharing options...
coolboy4531 Posted August 9, 2014 Share Posted August 9, 2014 Yes, I believe there is a code when it is placed on a netherrack block. Quote Link to comment Share on other sites More sharing options...
Mattkx10 Posted August 9, 2014 Author Share Posted August 9, 2014 Yes, I believe there is a code when it is placed on a netherrack block. Still can't find anything. Quote Check out my website at: http://mattkx4.github.io/ Link to comment Share on other sites More sharing options...
jabelar Posted August 9, 2014 Share Posted August 9, 2014 Are you actually making a furnace that you want to burn forever, or do you mean just some standard block? I think for furnaces you want to look at how they handle fuel. If you look in the TileEntityFurnace class you'll see a field called currentItemBurnTime and one called furnaceBurnTime that control how long the fuel burns. If your furnace is extending TileEntityFurnace you can @Override the updateEntity() method so it never does the decrement of the furnaceBurnTime. Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/ Link to comment Share on other sites More sharing options...
Mattkx10 Posted August 9, 2014 Author Share Posted August 9, 2014 Are you actually making a furnace that you want to burn forever, or do you mean just some standard block? I think for furnaces you want to look at how they handle fuel. If you look in the TileEntityFurnace class you'll see a field called currentItemBurnTime and one called furnaceBurnTime that control how long the fuel burns. If your furnace is extending TileEntityFurnace you can @Override the updateEntity() method so it never does the decrement of the furnaceBurnTime. Thanks, but I'm just looking for a standard block. I already have it working so that it doesn't need any fuel Quote Check out my website at: http://mattkx4.github.io/ Link to comment Share on other sites More sharing options...
TheGreyGhost Posted August 10, 2014 Share Posted August 10, 2014 Hi Check out Block.isFireSource(), .getFlammability(), .isFlammable(). You can see how vanilla uses them in BlockFire.updateTick() -TGG public void updateTick(World par1World, int wx, int wy, int wz, Random par5Random) { if (par1World.getGameRules().getGameRuleBooleanValue("doFireTick")) { Block base = Block.blocksList[par1World.getBlockId(wx, wy - 1, wz)]; boolean blockBelowIsFireSource = (base != null && base.isFireSource(par1World, wx, wy - 1, wz, par1World.getBlockMetadata(wx, wy - 1, wz), UP)); if (!this.canPlaceBlockAt(par1World, wx, wy, wz)) { par1World.setBlockToAir(wx, wy, wz); } if (!blockBelowIsFireSource && par1World.isRaining() && (par1World.canLightningStrikeAt(wx, wy, wz) || par1World.canLightningStrikeAt(wx - 1, wy, wz) || par1World.canLightningStrikeAt(wx + 1, wy, wz) || par1World.canLightningStrikeAt(wx, wy, wz - 1) || par1World.canLightningStrikeAt(wx, wy, wz + 1))) { par1World.setBlockToAir(wx, wy, wz); } else { int l = par1World.getBlockMetadata(wx, wy, wz); if (l < 15) { par1World.setBlockMetadataWithNotify(wx, wy, wz, l + par5Random.nextInt(3) / 2, 4); } par1World.scheduleBlockUpdate(wx, wy, wz, this.blockID, this.tickRate(par1World) + par5Random.nextInt(10)); if (!blockBelowIsFireSource && !this.canNeighborBurn(par1World, wx, wy, wz)) { if (!par1World.doesBlockHaveSolidTopSurface(wx, wy - 1, wz) || l > 3) { par1World.setBlockToAir(wx, wy, wz); } } else if (!blockBelowIsFireSource && !this.canBlockCatchFire(par1World, wx, wy - 1, wz, UP) && l == 15 && par5Random.nextInt(4) == 0) { par1World.setBlockToAir(wx, wy, wz); } else { boolean flag1 = par1World.isBlockHighHumidity(wx, wy, wz); byte b0 = 0; if (flag1) { b0 = -50; } this.tryToCatchBlockOnFire(par1World, wx + 1, wy, wz, 300 + b0, par5Random, l, WEST ); this.tryToCatchBlockOnFire(par1World, wx - 1, wy, wz, 300 + b0, par5Random, l, EAST ); this.tryToCatchBlockOnFire(par1World, wx, wy - 1, wz, 250 + b0, par5Random, l, UP ); this.tryToCatchBlockOnFire(par1World, wx, wy + 1, wz, 250 + b0, par5Random, l, DOWN ); this.tryToCatchBlockOnFire(par1World, wx, wy, wz - 1, 300 + b0, par5Random, l, SOUTH); this.tryToCatchBlockOnFire(par1World, wx, wy, wz + 1, 300 + b0, par5Random, l, NORTH); for (int i1 = wx - 1; i1 <= wx + 1; ++i1) { for (int j1 = wz - 1; j1 <= wz + 1; ++j1) { for (int k1 = wy - 1; k1 <= wy + 4; ++k1) { if (i1 != wx || k1 != wy || j1 != wz) { int l1 = 100; if (k1 > wy + 1) { l1 += (k1 - (wy + 1)) * 100; } int i2 = this.getChanceOfNeighborsEncouragingFire(par1World, i1, k1, j1); if (i2 > 0) { int j2 = (i2 + 40 + par1World.difficultySetting * 7) / (l + 30); if (flag1) { j2 /= 2; } if (j2 > 0 && par5Random.nextInt(l1) <= j2 && (!par1World.isRaining() || !par1World.canLightningStrikeAt(i1, k1, j1)) && !par1World.canLightningStrikeAt(i1 - 1, k1, wz) && !par1World.canLightningStrikeAt(i1 + 1, k1, j1) && !par1World.canLightningStrikeAt(i1, k1, j1 - 1) && !par1World.canLightningStrikeAt(i1, k1, j1 + 1)) { int k2 = l + par5Random.nextInt(5) / 4; if (k2 > 15) { k2 = 15; } par1World.setBlock(i1, k1, j1, this.blockID, k2, 3); } } } } } } } } } } Quote Link to comment Share on other sites More sharing options...
Mattkx10 Posted August 10, 2014 Author Share Posted August 10, 2014 Hi Check out Block.isFireSource(), .getFlammability(), .isFlammable(). You can see how vanilla uses them in BlockFire.updateTick() -TGG public void updateTick(World par1World, int wx, int wy, int wz, Random par5Random) { if (par1World.getGameRules().getGameRuleBooleanValue("doFireTick")) { Block base = Block.blocksList[par1World.getBlockId(wx, wy - 1, wz)]; boolean blockBelowIsFireSource = (base != null && base.isFireSource(par1World, wx, wy - 1, wz, par1World.getBlockMetadata(wx, wy - 1, wz), UP)); if (!this.canPlaceBlockAt(par1World, wx, wy, wz)) { par1World.setBlockToAir(wx, wy, wz); } if (!blockBelowIsFireSource && par1World.isRaining() && (par1World.canLightningStrikeAt(wx, wy, wz) || par1World.canLightningStrikeAt(wx - 1, wy, wz) || par1World.canLightningStrikeAt(wx + 1, wy, wz) || par1World.canLightningStrikeAt(wx, wy, wz - 1) || par1World.canLightningStrikeAt(wx, wy, wz + 1))) { par1World.setBlockToAir(wx, wy, wz); } else { int l = par1World.getBlockMetadata(wx, wy, wz); if (l < 15) { par1World.setBlockMetadataWithNotify(wx, wy, wz, l + par5Random.nextInt(3) / 2, 4); } par1World.scheduleBlockUpdate(wx, wy, wz, this.blockID, this.tickRate(par1World) + par5Random.nextInt(10)); if (!blockBelowIsFireSource && !this.canNeighborBurn(par1World, wx, wy, wz)) { if (!par1World.doesBlockHaveSolidTopSurface(wx, wy - 1, wz) || l > 3) { par1World.setBlockToAir(wx, wy, wz); } } else if (!blockBelowIsFireSource && !this.canBlockCatchFire(par1World, wx, wy - 1, wz, UP) && l == 15 && par5Random.nextInt(4) == 0) { par1World.setBlockToAir(wx, wy, wz); } else { boolean flag1 = par1World.isBlockHighHumidity(wx, wy, wz); byte b0 = 0; if (flag1) { b0 = -50; } this.tryToCatchBlockOnFire(par1World, wx + 1, wy, wz, 300 + b0, par5Random, l, WEST ); this.tryToCatchBlockOnFire(par1World, wx - 1, wy, wz, 300 + b0, par5Random, l, EAST ); this.tryToCatchBlockOnFire(par1World, wx, wy - 1, wz, 250 + b0, par5Random, l, UP ); this.tryToCatchBlockOnFire(par1World, wx, wy + 1, wz, 250 + b0, par5Random, l, DOWN ); this.tryToCatchBlockOnFire(par1World, wx, wy, wz - 1, 300 + b0, par5Random, l, SOUTH); this.tryToCatchBlockOnFire(par1World, wx, wy, wz + 1, 300 + b0, par5Random, l, NORTH); for (int i1 = wx - 1; i1 <= wx + 1; ++i1) { for (int j1 = wz - 1; j1 <= wz + 1; ++j1) { for (int k1 = wy - 1; k1 <= wy + 4; ++k1) { if (i1 != wx || k1 != wy || j1 != wz) { int l1 = 100; if (k1 > wy + 1) { l1 += (k1 - (wy + 1)) * 100; } int i2 = this.getChanceOfNeighborsEncouragingFire(par1World, i1, k1, j1); if (i2 > 0) { int j2 = (i2 + 40 + par1World.difficultySetting * 7) / (l + 30); if (flag1) { j2 /= 2; } if (j2 > 0 && par5Random.nextInt(l1) <= j2 && (!par1World.isRaining() || !par1World.canLightningStrikeAt(i1, k1, j1)) && !par1World.canLightningStrikeAt(i1 - 1, k1, wz) && !par1World.canLightningStrikeAt(i1 + 1, k1, j1) && !par1World.canLightningStrikeAt(i1, k1, j1 - 1) && !par1World.canLightningStrikeAt(i1, k1, j1 + 1)) { int k2 = l + par5Random.nextInt(5) / 4; if (k2 > 15) { k2 = 15; } par1World.setBlock(i1, k1, j1, this.blockID, k2, 3); } } } } } } } } } } Thanks this helped a lot! Quote Check out my website at: http://mattkx4.github.io/ Link to comment Share on other sites More sharing options...
Recommended Posts
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.