Mine is a little different than the Minecraft workbench because I wanted the items to stay in the crafting matrix even when you close the GUI (the regular one tosses them on the ground). The container is where you lay out all the slots that the GUI will let the player interact with. Imagine this if the GUI is what you, the client, sees and interacts with, the Container is what the server sees and interacts with. The TileEntity holds all the information about the ItemStacks, what index they are within the inventory, all the logic about decreasing, increasing, and moving stacks, and the NBTTags that save what is held in the inventory. This part is fairly straight forward except that you want to be a subclass of BlockContainer. Like Heddon's Crazy Crawler, it was a surface. The original version of the lure was made of wood and it came in two sizes, 2-1/2' and 3-3/4'. This can be sort of confusing.It's basically spread between three different classes. Little has been written on the LeBoeuf Creeper so take notes This lure was made by the LeBoeuf Bait Company of Pennsylvania, starting sometime in the early 1940's, probably 1942 or 1943. ("ProjectBench: Unaccounted for object type, disabling recipe. Browse thousands of community created Minecraft Banners on Planet Minecraft Wear a banner as a cape to make your Minecraft player more unique, or use a banner as a flag All content is shared by the community and free to download. How To Build a CREEPER FARM (Updated Version in Description) SSidewaySS 768 subscribers Subscribe 1. ItemStack newStack = new ItemStack(emID, oreStack.stackSize, OreDictionary.WILDCARD_VALUE) 131268 creeper 4933 creeper mobeditor 4209 creeper girl 3011 creeper man 2999 creeper blue 2756 creeper boy 2539 creeper the 2511 creeper cool 2349 creeper hunter 2184 creeper red 2182 creeper skin 2103 creeper mr 1546 creeper dj. ItemStack oreStack = OreDictionary.getOres((String)obj2).get(0) Easy peasy.įield f = rec.getClass().getDeclaredFields() Used cpw's reflection helper to go through all the fields until it throws an ArrayOutOfBounds exception and then break. So this leaves me with the problem I've run into: What way is there to universally access all the components of a crafting recipe across all the custom handlers? I'm starting to get the feeling there isn't. The only thing the interface offers is a way to check if it matches what is provided. However, this doesn't come as part of the interface, there is no way to be plainly given what's in the recipe. I'm implementing a method of crafting that doesn't hinge on the 3x3, or any layout, crafting grid at all, just the raw components themselves.įor vanilla recipes it works just fine, all IRecipes in the game (Shaped/Shapeless/Ore etc) have an array of all the item types and respective alternatives (such as for the ore dictionary recipes) so I can just go through and translate them all based on the case. Creeper farming is one of the most reliable methods of obtaining large amounts of gunpowder, aside from farming ghasts and witches. So the way recipes work, as I understand it, is that when you place the components in the grid, it's checked against the CraftingManager looking for matches in item types and layouts.
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