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[1.7.10] How to Make Block Infinitely Burn?????


Mattkx10

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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/

Check out my website at:

 

http://mattkx4.github.io/

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Check the fire class.

-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 ;)

 

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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.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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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 :)

Check out my website at:

 

http://mattkx4.github.io/

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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);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }

 

 

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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!

Check out my website at:

 

http://mattkx4.github.io/

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