I have only started coding from 1.6.2 onward, and I have always used Forge, so the following may or may not be applicable to your particular case.
1. I believe that is handled in the redstone wire class itself. You might find something useful in the isPowerProviderOrWire method.
2. You have to both notify and schedule update ticks (possibly prioritized) for the neighboring blocks when your block is broken.
These are the methods you will need:
// World has a method to notify all neighbors; all parameters are for the block that changed World.notifyBlocksOfNeighborChange(x, y, z, blockID); // If you want to notify only a specific neighbor, use this method instead // Notifies a block that one of its neighbors changed to the specified type World.notifyBlockOfNeighborChange(x, y, z, blockID); // World method to schedule a block update tick: World.scheduleBlockUpdate(x, y, z, blockID, tickRate); // Schedule a block update with priority; BlockRestoneLogic uses this in func_94479_f, // sending a priority value of -1, -2, or -3 based on various calculations World.scheduleBlockUpdateWithPriority(x, y, z, blockID, tickRate, priority);
3. There are several methods in the Block class:
// should help in determining which sides can receive power canConnectRedstone(world, x, y, z, side) // these two together determine which sides can provide power: isProvidingStrongPower(world, x, y, z, side) isProvidingWeakPower(world, x, y, z, side) // and one final method dealing directly with comparators: // @return true if this block is to be notified of TileEntity changes directly through one solid block like comparators public boolean weakTileChanges()
Since you are not willing to show your code, there's not much other help I can give. You'll just have to do some more digging around in the code until you find what you need.
Hope that gets you started in the right direction.
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EDIT: have a random landscape sketch, because why not?
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You should give Paint.Net a try, it's like Paint a bit, but the key thing is Layers.
And, here's a little look at what I usually do with PS CS6.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2300833-vertical-halfslabs-supports-vanilla-1-6-4
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And, I just duped the Fence Gate, so thing are starting to get going. Hopefully adding the render code isn't too bad.
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Since the textures for this one would be assigned via the coding, I am not sure if you need to do any texturing, or is it just mapping the texture? I'm in need of learning the modeling stuff, and texture mapping is something I need to learn right now, coding wise.
I kind fear lag when doing things with custom rendering and models, so you might want to make another version where it's just two full squares without the indents, and that one can have custom textures.
Both can be offered as downloads. Or maybe if I figure out the Fancy settings thing, it can be implemented that way.
Heck, the fancy version can use the same custom textures. It will help the 3D look to it, since the dark parts of the wood will be right in the indents.
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Currently I am only developing for 1.6.4 and waiting on the next full release of MCP. Once the next version of MCP comes out, it should be easy to release an update for whatever version it will support. The 1.6.4 version would just be like a proof of concept version.
So reply back if interested, otherwise just ignore this.
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Hello everyone, thank you for your support so far on this mod, I know it's a highly anticipated feature for Minecraft, and I hope I can help fulfill your Halslab needs.
Description: The Vertical Halfslabs mod for Vanilla Minecraft 1.6.4 adds new Slab blocks to enhance the Vanilla building experience. This mod was intended mostly for builders.
When two Slabs of the same type are combined, new full blocks are available, and will drop as that block. (Recipes for the full blocks will be added)
Downloads: Currently this mod is only available for Vanilla Minecraft 1.6.4
1.6.4 Client Side Files: http://www.mediafire.com/download/xnzryldcaul45n6/CLIENT_Verticle_Halfslabs_12-13-2014.zip
1.6.4 Server Side Files: Will be supported soon.
1.7.10: 1.7 Will not be supported at this time, though there are ways to change my mind if you really want it.
1.8: WORK IN PROGRESS
Future versions of Vanilla Minecraft will be supported soon. It really helps me when people show their support, so please remember to comment if you like it.
Client Installation:
Step 1: Download the 1.6.4 Client Jar.
Step 2: Go to your Minecraft installation folder, look for the folder Versions, and copy the 1.6.4 folder, then rename it to VerticalHalfslabs, or whatever you want. Once you do that, go in the folder, rename the .jar & .json to VerticalHalfslabs.jar & VerticalHalfslabs.json
Step 3: open the .json file in a text editor, and where it says
"id": "1.6.4"
Rename 1.6.4 to VerticalHalfslabs or whatever you made the folder and files name to.
Then save and close the text document.
Step 6. Open the .jar file with Winrar or any other program like that. Then delete the folder called META-INF. Once that finishes take the files within the .zip you downloaded for this mod, and place all of those files into the .jar file using Winrar or any program like that. Let it replace any files it needs to.
Step 5: Open the Minecraft Launcher, create a new profile, and select the VerticalHalfslabs jar, or whatever you named it to. Then save and launch the game with the custom for this mod selected.
I'm sorry it's not easier to install, but this is what we have to work with, with the current launcher when dealing with Vanilla mods. I'm sure it will be better in the future.
Features I am looking into:
Mixing slabs (2 Different slab types combined into 1 block, keeping the textures of the blocks used in either position)
Quarter Blocks (This will probably be a different mod entirely)
Current Issues with this mod:
The texture for the Nether Brick Full Block may not be working properly, I am looking into this and will update the post.Recipes for Half Slabs and Full Blocks are not implemented yet.
When middle mouse clicking on the Vertical Halflab Block, you get that block in the orientation the block was placed, instead of a default for the new block.
You can not place anything like Torches or Redstone Dust on the sides, or top just yet. Some blocks may still allow you to do so, I have not tested everything yet.
Found bugs? Please report them by posting a comment, or private messaging me.
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Either of those should work, and maybe you could add a growth variation.
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With the shell the dimensions are 21x21x10
With only just the Redstone, the dimensions are 17x17x8
I feel like I can make it thinner xD
I had to go and look up a 1 minute timer system, ended up using this Silent Hopper Timer, but I set it to go off every 2 minutes, making this clock accurate to the 20 minute day night cycle. Or if you're wanting AM/PM set it to 1 minute and it works as expected.
Although you have to use a Command Block to set time to 0 when it hits morning as to sync it with the world.
The "gear" system was the most irritating part of this.
A Piston based solution was out of the question as this needs something vertical, and we all know how Pistons have issues with a Powered Input being aboce it. xD
A Dropper based solution was needed, with the power updates going in the opposite order so the item can be pushed 1 hopper at a time and control the clock arm position.
I love building with this block, I can't wait to release it to see what everyone builds, but I never did any server-side stuff, so I have to do that soon. x'D
#Edit: Did the server stuff, but my custom keybind isn't working so hot, need to do something with network packets? I have no clue, I have to figure out how Shift & Jump do it, but no luck so far.