Jump to content

[1.12.2] Custom cauldron liquid storing detection (?)


DonKresenko

Recommended Posts

I am creating a custom cauldron. It functions almost the same way as vanilla cauldron except it can store multiple liquids.

My problem is that I don't know how to detect which liquid I am storing and preventing the player to "mix" liquids in same cauldron (in other words, only one type of liquid can be in cauldron).

 

Any ideas how to do that?

Edited by DonKresenko

_         

___ ___| |__  _ __ 

/ __/ __| '_ \| '_ \

\__ \__ \ | | | | | |

|___/___/_| |_|_| |_|

Link to comment
Share on other sites

21 minutes ago, diesieben07 said:

Before putting a liquid into the cauldron, check if it's empty. Can't tell you more, because you have not posted any code.

The thing is that you did not understood what I asked.

 

I want to be able to place more than one liquid in the cauldron but I don't want to "mix" them. In other words, only one liquid can be in the cauldron at the time

 

Here is the onBlockActivated method in my block

Spoiler

public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
    {
        ItemStack itemstack = playerIn.getHeldItem(hand);

        if (itemstack.isEmpty())
        {
            return true;
        }
        else
        {
            int i = ((Integer)state.getValue(LEVEL)).intValue();
            Item item = itemstack.getItem();

            if (item == Items.LAVA_BUCKET)
            {
                if (i < 6 && !worldIn.isRemote)
                {
                    if (!playerIn.capabilities.isCreativeMode)
                    {
                        playerIn.setHeldItem(hand, new ItemStack(Items.BUCKET));
                    }

                    playerIn.addStat(StatList.CAULDRON_FILLED);
                    this.setLevel(worldIn, pos, state, i + 1);
                    worldIn.playSound((EntityPlayer)null, pos, SoundEvents.ITEM_BUCKET_EMPTY, SoundCategory.BLOCKS, 1.0F, 1.0F);
                }

                return true;
            }
            else if (item == Items.BUCKET)
            {
            	if (i > 0 && !worldIn.isRemote)
                {
                    if (!playerIn.capabilities.isCreativeMode)
                    {
                        itemstack.shrink(1);

                        if (itemstack.isEmpty())
                        {
                            playerIn.setHeldItem(hand, new ItemStack(Items.LAVA_BUCKET));
                        }
                        else if (!playerIn.inventory.addItemStackToInventory(new ItemStack(Items.LAVA_BUCKET)))
                        {
                            playerIn.dropItem(new ItemStack(Items.LAVA_BUCKET), false);
                        }
                    }

                    playerIn.addStat(StatList.CAULDRON_USED);
                    this.setLevel(worldIn, pos, state, i - 1);
                    worldIn.playSound((EntityPlayer)null, pos, SoundEvents.ITEM_BUCKET_FILL, SoundCategory.BLOCKS, 1.0F, 1.0F);
                }

                return true;
            }
            else
            {
            	return false;
            }
        }
    }

 

 

With this code, I can add lava in my cauldron and take it out from the cauldron. Now I want to add the ability to store water, but not if there is lava already in the cauldron.

 

Thank you for the reply

Edited by DonKresenko

_         

___ ___| |__  _ __ 

/ __/ __| '_ \| '_ \

\__ \__ \ | | | | | |

|___/___/_| |_|_| |_|

Link to comment
Share on other sites

A tile entity is the most flexible way. However, if you're only storing 4 or fewer types of liquid, you can simply use block states. Create a block state property that's an enum of the types of liquids you want to store (lava, water, etc.). Give them each a unique index starting at 4 and counting up. Then, assuming you're still using the same LEVEL property from the vanilla cauldron (an integer from 0 to 3), you can calculate the metadata as level | type.getIndex() and you can get the type back from the metadata by doing simply metadata & 12 to get the index of the type (again, they should start at 4). And of course, you can get the level back from the metadata by doing metadata & 3.

If you're storing more than 4 types of liquid, or going beyond the vanilla 3-level system, you'll need that tile entity.

Edited by IceMetalPunk

Whatever Minecraft needs, it is most likely not yet another tool tier.

Link to comment
Share on other sites

42 minutes ago, IceMetalPunk said:

A tile entity is the most flexible way. However, if you're only storing 4 or fewer types of liquid, you can simply use block states. Create a block state property that's an enum of the types of liquids you want to store (lava, water, etc.). Give them each a unique index starting at 4 and counting up. Then, assuming you're still using the same LEVEL property from the vanilla cauldron (an integer from 0 to 3), you can calculate the metadata as level | type.getIndex() and you can get the type back from the metadata by doing simply metadata & 12 to get the index of the type (again, they should start at 4). And of course, you can get the level back from the metadata by doing metadata & 3.

If you're storing more than 4 types of liquid, or going beyond the vanilla 3-level system, you'll need that tile entity.

Alright. Thank you :)

_         

___ ___| |__  _ __ 

/ __/ __| '_ \| '_ \

\__ \__ \ | | | | | |

|___/___/_| |_|_| |_|

Link to comment
Share on other sites

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

    • OLXTOTO - Bandar Togel Online Dan Slot Terbesar Di Indonesia OLXTOTO telah lama dikenal sebagai salah satu bandar online terkemuka di Indonesia, terutama dalam pasar togel dan slot. Dengan reputasi yang solid dan pengalaman bertahun-tahun, OLXTOTO menawarkan platform yang aman dan andal bagi para penggemar perjudian daring. DAFTAR OLXTOTO DISINI DAFTAR OLXTOTO DISINI DAFTAR OLXTOTO DISINI Beragam Permainan Togel Sebagai bandar online terbesar di Indonesia, OLXTOTO menawarkan berbagai macam permainan togel. Mulai dari togel Singapura, togel Hongkong, hingga togel Sidney, pemain memiliki banyak pilihan untuk mencoba keberuntungan mereka. Dengan sistem yang transparan dan hasil yang adil, OLXTOTO memastikan bahwa setiap taruhan diproses dengan cepat dan tanpa keadaan. Slot Online Berkualitas Selain togel, OLXTOTO juga menawarkan berbagai permainan slot online yang menarik. Dari slot klasik hingga slot video modern, pemain dapat menemukan berbagai opsi permainan yang sesuai dengan preferensi mereka. Dengan grafis yang memukau dan fitur bonus yang menggiurkan, pengalaman bermain slot di OLXTOTO tidak akan pernah membosankan. Keamanan dan Kepuasan Pelanggan Terjamin Keamanan dan kepuasan pelanggan merupakan prioritas utama di OLXTOTO. Mereka menggunakan teknologi enkripsi terbaru untuk melindungi data pribadi dan keuangan para pemain. Tim dukungan pelanggan yang ramah dan responsif siap membantu pemain dengan setiap pertanyaan atau masalah yang mereka hadapi. Promosi dan Bonus Menarik OLXTOTO sering menawarkan promosi dan bonus menarik kepada para pemainnya. Mulai dari bonus selamat datang hingga bonus deposit, pemain memiliki kesempatan untuk meningkatkan kemenangan mereka dengan memanfaatkan berbagai penawaran yang tersedia. Penutup Dengan reputasi yang solid, beragam permainan berkualitas, dan komitmen terhadap keamanan dan kepuasan pelanggan, OLXTOTO tetap menjadi salah satu pilihan utama bagi para pecinta judi online di Indonesia. Jika Anda mencari pengalaman berjudi yang menyenangkan dan terpercaya, OLXTOTO layak dipertimbangkan.
    • I have been having a problem with minecraft forge. Any version. Everytime I try to launch it it always comes back with error code 1. I have tried launching from curseforge, from the minecraft launcher. I have also tried resetting my computer to see if that would help. It works on my other computer but that one is too old to run it properly. I have tried with and without mods aswell. Fabric works, optifine works, and MultiMC works aswell but i want to use forge. If you can help with this issue please DM on discord my # is Haole_Dawg#6676
    • Add the latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
    • I have no idea how a UI mod crashed a whole world but HUGE props to you man, just saved me +2 months of progress!  
    • So i know for a fact this has been asked before but Render stuff troubles me a little and i didnt find any answer for recent version. I have a custom nausea effect. Currently i add both my nausea effect and the vanilla one for the effect. But the problem is that when I open the inventory, both are listed, while I'd only want mine to show up (both in the inv and on the GUI)   I've arrived to the GameRender (on joined/net/minecraft/client) and also found shaders on client-extra/assets/minecraft/shaders/post and client-extra/assets/minecraft/shaders/program but I'm lost. I understand that its like a regular screen, where I'd render stuff "over" the game depending on data on the server, but If someone could point to the right client and server classes that i can read to see how i can manage this or any tip would be apreciated
  • Topics

×
×
  • Create New...

Important Information

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