It's the same 4 first blocks used in the previous image, except you don't check for y +/- 1 as we are on the same layer as our core block (the origin position).Īll blocks we have checked for the moment are all blocks that aren't impacted by the orientation. We will continue with the 4 corners of the middle layer. However, it's pretty big, so to save some performances, you should collapse blocks (right-click on a block and "Collapse blocks").Ģ layers are now done! 1 layer is remaining only. After, add a new AND block and combine both groups. Then, duplicate this group of blocks and change every y + 1 to y - 1. It's a lot of blocks, so it can seem complex, but we are simply checking the 9 blocks of the top layer. ![]() We will begin by checking blocks of the bottom and top layers. You can of course use the name you want for each variable. Check the image below for their meanings. To be easier to change in the example workspace, I decided to use some blockstate variables. Don't worry about the orientation, we will cover this later in the tutorial. To make our job easier we will make a single procedure checking all required blocks for the machine with the core as the origin position. Note: Later in the tutorial, I will call this procedure our "main procedure" and this block will be referenced as our "Interface block". ![]() After this, you can close your block as we won't need it again. Save the procedure and return it to your block to save it. Then, go to the trigger page and create a new procedure into the "On block right clicked" trigger. You will also need to uncheck the "Open bound GUI on right-click" parameter as we want to make some checks before opening it. The custom blockĭon't forget to enable the block entity otherwise, our block will never be able to store items. When it's done, you can save and close it. We will also need to select "GUI with slots" for the GUI type, so the player will have access to his inventory. In this case, we need a simple GUI with 9 input slots. Making the multi-block machineĪs we want to use our machine as a chest, we will need to make a GUI and bind it to our custom block. This pattern has been chosen as it will help you in the procedure to understand what we will be checking.įinally, in this example, when we click on the gray block (called "InterfaceBlock" in this tutorial), a GUI with 9 input slots opens. The multi-block machine will work, no matter what is the cardinal direction of this block compared to the gold block. The user can only interact with the structure using this block. ![]() ![]() Finally, each cardinal direction (north, south, east, west) of the gold block is a Netherite block, except for one block. The gold block is what we can name the core of our machine. Diamond blocks are used to make the 4 pillars of the machine and cover the gold block on its bottom and its top. The objectiveīefore starting, it will be easier to understand if you have a reference of what we will try to achieve.Īs you can see with the image, this multi-block machine will use 5 different blocks on 3 different layers, bottom (left structure), middle (center) and top (right structure). Once you've got the logic of checking coordinates, you'll be able to adapt this tutorial to the case of your mod. You repeat the same logic for every block. The procedure is pretty massive, but it isn't hard to understand. You will only need to adapt the procedure to check the correct blocks. However, the same pattern applies when making it smaller or bigger. This page covers how to make a 3x3x3 multi-block machine with a specific pattern.
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