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3. Programming help

World Data

  • 2014-02-21 00:36:25
    Simple question, what is it?
  • 2014-02-22 12:45:40
    the world save?
  • 2014-02-23 14:09:41
    Yeah, that's what I thought. But I am developing a mod that contains a block that mimics other blocks and I am using a tile entity, however someone recommended that I use world data instead of a tile. So I thought is there a way to access a block and do stuff with it like you could do with any normal block, like using events to access and do stuff when someone does something like placing a block down.

    I'm guessing that something like that exists on the fact that I was told I could use world data, but I don't know. =D
  • 2014-02-24 14:09:06
    Maybe with some trickery you can set ids and stuff in the world and make the game think that's a block while you control that somewhere else not using a tile entity.

    I have no idea what I'm saying ¯\_(ツ)_/¯
  • 2014-02-24 14:17:01
    Nor I, just looking for an better way to do it. As having every block with a tileentity, might get a bit hard for the server to run.
  • 2014-02-25 18:44:29
    What kinds of blocks are you looking to mimic? Are they just decoration or do you want to add GUIs, redstone fuctionality, etc.? Also I don't think it matters if you have quite a few tile entities if the updateEntity method isn't too big. After all, chests and furnaces are tile entities, and chests have quite the chunk of code in their updateEntity method.
  • 2014-02-25 19:53:03
    Well to fully explain why I need to explain my mod, which is called Thaumic Infusion. As the name suggests, it is Thaumcraft related and it essentially allows you to infuse aspects into any blocks causing that block to take additional affects that are caused by the aspect, so Motus means a player will get a speed buff when walking over it.

    I currently do this by storing infomation in the tileentity then change the texture of the block itself to match that of the block it is infused with. However imagine an entire castle made out of these infused blocks.

    So I am just looking for a better way to do this without having to use a tileentity.
  • 2014-02-26 11:36:02
    Maybe you could have a (Java) map somewhere that will link the coordinates of the block to the aspect type of that block, each time you collide/render the block you se what aspect is on those coordinates and when you place/break the block you add/remove that from the map.
    But if you have a lot of blocks each time you render them the game should go through that each time so it would probably lag a lot :\
  • 2014-02-26 14:41:53
    Yeah, might as well stick to the tile entity then. Thanks for the help.
  • 2014-03-02 19:53:30
    Figured out how to do it with worlddata, it's a huge improvement. haha
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