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Filter python code to add chest


Minecraft modding, besides where it is installed, what are the differences between client and server mods?Hopper Timer only exchanges one item?Can't get “Find Beds” filter to workAll items not removed from brewing stand in automated brewing systemCan I determine 'not 100% charged' using AE2 fuzzy logic upgrades in export buses?Add multiple NBT tag Tags(Java Minecraft 1.14) How to set the probability of nested entries in a loot table?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








7















Does anyone have any sample code for a filter that adds a chest into the selection box?



I am just getting started programming a filter and I am unsure how to go about adding a new empty chest so the rest of my filter can fill it. So how do you add a NEW chest in filter code? I don't want to search for one existing already, I need a new one.










share|improve this question
































    7















    Does anyone have any sample code for a filter that adds a chest into the selection box?



    I am just getting started programming a filter and I am unsure how to go about adding a new empty chest so the rest of my filter can fill it. So how do you add a NEW chest in filter code? I don't want to search for one existing already, I need a new one.










    share|improve this question




























      7












      7








      7








      Does anyone have any sample code for a filter that adds a chest into the selection box?



      I am just getting started programming a filter and I am unsure how to go about adding a new empty chest so the rest of my filter can fill it. So how do you add a NEW chest in filter code? I don't want to search for one existing already, I need a new one.










      share|improve this question
















      Does anyone have any sample code for a filter that adds a chest into the selection box?



      I am just getting started programming a filter and I am unsure how to go about adding a new empty chest so the rest of my filter can fill it. So how do you add a NEW chest in filter code? I don't want to search for one existing already, I need a new one.







      minecraft minecraft-mcedit






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 23 mins ago









      pppery

      1,5371 gold badge8 silver badges20 bronze badges




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      asked Nov 3 '15 at 15:52









      WolfieWolfie

      2461 silver badge3 bronze badges




      2461 silver badge3 bronze badges























          1 Answer
          1






          active

          oldest

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          1














          After digging into the source for MCE and also source for some of SethBling's filters I managed to whip up some code.



          The following functions assume a global object named levelOBJ which is set to the incoming level object in your perform() function. This way you don't have to keep passing level or box.



          # Just so I don't have to keep doing the math 
          def getChunkAt(x, z):
          chunk = levelObj.getChunk(x / 16, z / 16)
          return chunk

          # Creates a TAG_Compound Item (for use with the CreateChestAt function)
          def CreateChestItem(itemid, damage=0, count=1, slot=0):
          item = TAG_Compound()
          item["id"] = TAG_Short(itemid)
          item["Damage"] = TAG_Short(damage)
          item["Count"] = TAG_Byte(count)
          item["Slot"] = TAG_Byte(slot)
          return item

          # Creates a chest at the specified coords containing the items passed
          def CreateChestAt(x, y, z, Items=None, Direction=2, CustomName=""):
          levelObj.setBlockAt(x, y, z, 54) # Chest Block (single = 27 slots 0-26), 54 == chest, 146 == Trapped Chest
          levelObj.setBlockDataAt(x, y, z, Direction) # 2==N, 3==S, 4==W, 5==E anything else == N

          # Now Create Entity Block and add it to the chunk
          chunk = getChunkAt(x, z)
          chest = TileEntity.Create("Chest")
          TileEntity.setpos(chest, (x, y, z))
          if Items <> None:
          chest["Items"] = Items
          if CustomName <> "":
          chest["CustomName"] = CustomName
          chunk.TileEntities.append(chest)


          Then you can use my functions in your filter by calling them as described in the samples below. Below, x,y,z assumes they have been populated by proper coordinates you wish the chest to be placed at.



          Also, double chests are simply two side by side chests. Call CreateChestAt twice (two coordinates 1 apart E-W or N-S) to create a double chest. You can create 3 in a row but Minecraft will invalidate the 3rd chest making it inaccessible in-game so pay attention to how you place them.



          To Create an empty chest:



          CreateChestAt(x, y, z)


          To Create a chest with items:



          # Build item list (4 Jungle Planks and 11 chests
          ChestItems = TAG_List()
          ChestItems.append( CreateChestItem(5, 3, 4, 0) )
          ChestItems.append( CreateChestItem(54, 0, 11, 1) )

          # Make a chest with the items.
          CreateChestAt(x, y, z, ChestItems)


          Optional parameters of Direction and CustomName can be specified too...



          Creates an empty chest facing West named "My Chest"



          CreateChestAt(x, y, z, None, 4, "My Chest")





          share|improve this answer

























          • You can click the green check mark to select this as being the correct answer.

            – rivermont - Will B.
            Apr 28 '16 at 13:13













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          1 Answer
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          active

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          1














          After digging into the source for MCE and also source for some of SethBling's filters I managed to whip up some code.



          The following functions assume a global object named levelOBJ which is set to the incoming level object in your perform() function. This way you don't have to keep passing level or box.



          # Just so I don't have to keep doing the math 
          def getChunkAt(x, z):
          chunk = levelObj.getChunk(x / 16, z / 16)
          return chunk

          # Creates a TAG_Compound Item (for use with the CreateChestAt function)
          def CreateChestItem(itemid, damage=0, count=1, slot=0):
          item = TAG_Compound()
          item["id"] = TAG_Short(itemid)
          item["Damage"] = TAG_Short(damage)
          item["Count"] = TAG_Byte(count)
          item["Slot"] = TAG_Byte(slot)
          return item

          # Creates a chest at the specified coords containing the items passed
          def CreateChestAt(x, y, z, Items=None, Direction=2, CustomName=""):
          levelObj.setBlockAt(x, y, z, 54) # Chest Block (single = 27 slots 0-26), 54 == chest, 146 == Trapped Chest
          levelObj.setBlockDataAt(x, y, z, Direction) # 2==N, 3==S, 4==W, 5==E anything else == N

          # Now Create Entity Block and add it to the chunk
          chunk = getChunkAt(x, z)
          chest = TileEntity.Create("Chest")
          TileEntity.setpos(chest, (x, y, z))
          if Items <> None:
          chest["Items"] = Items
          if CustomName <> "":
          chest["CustomName"] = CustomName
          chunk.TileEntities.append(chest)


          Then you can use my functions in your filter by calling them as described in the samples below. Below, x,y,z assumes they have been populated by proper coordinates you wish the chest to be placed at.



          Also, double chests are simply two side by side chests. Call CreateChestAt twice (two coordinates 1 apart E-W or N-S) to create a double chest. You can create 3 in a row but Minecraft will invalidate the 3rd chest making it inaccessible in-game so pay attention to how you place them.



          To Create an empty chest:



          CreateChestAt(x, y, z)


          To Create a chest with items:



          # Build item list (4 Jungle Planks and 11 chests
          ChestItems = TAG_List()
          ChestItems.append( CreateChestItem(5, 3, 4, 0) )
          ChestItems.append( CreateChestItem(54, 0, 11, 1) )

          # Make a chest with the items.
          CreateChestAt(x, y, z, ChestItems)


          Optional parameters of Direction and CustomName can be specified too...



          Creates an empty chest facing West named "My Chest"



          CreateChestAt(x, y, z, None, 4, "My Chest")





          share|improve this answer

























          • You can click the green check mark to select this as being the correct answer.

            – rivermont - Will B.
            Apr 28 '16 at 13:13















          1














          After digging into the source for MCE and also source for some of SethBling's filters I managed to whip up some code.



          The following functions assume a global object named levelOBJ which is set to the incoming level object in your perform() function. This way you don't have to keep passing level or box.



          # Just so I don't have to keep doing the math 
          def getChunkAt(x, z):
          chunk = levelObj.getChunk(x / 16, z / 16)
          return chunk

          # Creates a TAG_Compound Item (for use with the CreateChestAt function)
          def CreateChestItem(itemid, damage=0, count=1, slot=0):
          item = TAG_Compound()
          item["id"] = TAG_Short(itemid)
          item["Damage"] = TAG_Short(damage)
          item["Count"] = TAG_Byte(count)
          item["Slot"] = TAG_Byte(slot)
          return item

          # Creates a chest at the specified coords containing the items passed
          def CreateChestAt(x, y, z, Items=None, Direction=2, CustomName=""):
          levelObj.setBlockAt(x, y, z, 54) # Chest Block (single = 27 slots 0-26), 54 == chest, 146 == Trapped Chest
          levelObj.setBlockDataAt(x, y, z, Direction) # 2==N, 3==S, 4==W, 5==E anything else == N

          # Now Create Entity Block and add it to the chunk
          chunk = getChunkAt(x, z)
          chest = TileEntity.Create("Chest")
          TileEntity.setpos(chest, (x, y, z))
          if Items <> None:
          chest["Items"] = Items
          if CustomName <> "":
          chest["CustomName"] = CustomName
          chunk.TileEntities.append(chest)


          Then you can use my functions in your filter by calling them as described in the samples below. Below, x,y,z assumes they have been populated by proper coordinates you wish the chest to be placed at.



          Also, double chests are simply two side by side chests. Call CreateChestAt twice (two coordinates 1 apart E-W or N-S) to create a double chest. You can create 3 in a row but Minecraft will invalidate the 3rd chest making it inaccessible in-game so pay attention to how you place them.



          To Create an empty chest:



          CreateChestAt(x, y, z)


          To Create a chest with items:



          # Build item list (4 Jungle Planks and 11 chests
          ChestItems = TAG_List()
          ChestItems.append( CreateChestItem(5, 3, 4, 0) )
          ChestItems.append( CreateChestItem(54, 0, 11, 1) )

          # Make a chest with the items.
          CreateChestAt(x, y, z, ChestItems)


          Optional parameters of Direction and CustomName can be specified too...



          Creates an empty chest facing West named "My Chest"



          CreateChestAt(x, y, z, None, 4, "My Chest")





          share|improve this answer

























          • You can click the green check mark to select this as being the correct answer.

            – rivermont - Will B.
            Apr 28 '16 at 13:13













          1












          1








          1







          After digging into the source for MCE and also source for some of SethBling's filters I managed to whip up some code.



          The following functions assume a global object named levelOBJ which is set to the incoming level object in your perform() function. This way you don't have to keep passing level or box.



          # Just so I don't have to keep doing the math 
          def getChunkAt(x, z):
          chunk = levelObj.getChunk(x / 16, z / 16)
          return chunk

          # Creates a TAG_Compound Item (for use with the CreateChestAt function)
          def CreateChestItem(itemid, damage=0, count=1, slot=0):
          item = TAG_Compound()
          item["id"] = TAG_Short(itemid)
          item["Damage"] = TAG_Short(damage)
          item["Count"] = TAG_Byte(count)
          item["Slot"] = TAG_Byte(slot)
          return item

          # Creates a chest at the specified coords containing the items passed
          def CreateChestAt(x, y, z, Items=None, Direction=2, CustomName=""):
          levelObj.setBlockAt(x, y, z, 54) # Chest Block (single = 27 slots 0-26), 54 == chest, 146 == Trapped Chest
          levelObj.setBlockDataAt(x, y, z, Direction) # 2==N, 3==S, 4==W, 5==E anything else == N

          # Now Create Entity Block and add it to the chunk
          chunk = getChunkAt(x, z)
          chest = TileEntity.Create("Chest")
          TileEntity.setpos(chest, (x, y, z))
          if Items <> None:
          chest["Items"] = Items
          if CustomName <> "":
          chest["CustomName"] = CustomName
          chunk.TileEntities.append(chest)


          Then you can use my functions in your filter by calling them as described in the samples below. Below, x,y,z assumes they have been populated by proper coordinates you wish the chest to be placed at.



          Also, double chests are simply two side by side chests. Call CreateChestAt twice (two coordinates 1 apart E-W or N-S) to create a double chest. You can create 3 in a row but Minecraft will invalidate the 3rd chest making it inaccessible in-game so pay attention to how you place them.



          To Create an empty chest:



          CreateChestAt(x, y, z)


          To Create a chest with items:



          # Build item list (4 Jungle Planks and 11 chests
          ChestItems = TAG_List()
          ChestItems.append( CreateChestItem(5, 3, 4, 0) )
          ChestItems.append( CreateChestItem(54, 0, 11, 1) )

          # Make a chest with the items.
          CreateChestAt(x, y, z, ChestItems)


          Optional parameters of Direction and CustomName can be specified too...



          Creates an empty chest facing West named "My Chest"



          CreateChestAt(x, y, z, None, 4, "My Chest")





          share|improve this answer













          After digging into the source for MCE and also source for some of SethBling's filters I managed to whip up some code.



          The following functions assume a global object named levelOBJ which is set to the incoming level object in your perform() function. This way you don't have to keep passing level or box.



          # Just so I don't have to keep doing the math 
          def getChunkAt(x, z):
          chunk = levelObj.getChunk(x / 16, z / 16)
          return chunk

          # Creates a TAG_Compound Item (for use with the CreateChestAt function)
          def CreateChestItem(itemid, damage=0, count=1, slot=0):
          item = TAG_Compound()
          item["id"] = TAG_Short(itemid)
          item["Damage"] = TAG_Short(damage)
          item["Count"] = TAG_Byte(count)
          item["Slot"] = TAG_Byte(slot)
          return item

          # Creates a chest at the specified coords containing the items passed
          def CreateChestAt(x, y, z, Items=None, Direction=2, CustomName=""):
          levelObj.setBlockAt(x, y, z, 54) # Chest Block (single = 27 slots 0-26), 54 == chest, 146 == Trapped Chest
          levelObj.setBlockDataAt(x, y, z, Direction) # 2==N, 3==S, 4==W, 5==E anything else == N

          # Now Create Entity Block and add it to the chunk
          chunk = getChunkAt(x, z)
          chest = TileEntity.Create("Chest")
          TileEntity.setpos(chest, (x, y, z))
          if Items <> None:
          chest["Items"] = Items
          if CustomName <> "":
          chest["CustomName"] = CustomName
          chunk.TileEntities.append(chest)


          Then you can use my functions in your filter by calling them as described in the samples below. Below, x,y,z assumes they have been populated by proper coordinates you wish the chest to be placed at.



          Also, double chests are simply two side by side chests. Call CreateChestAt twice (two coordinates 1 apart E-W or N-S) to create a double chest. You can create 3 in a row but Minecraft will invalidate the 3rd chest making it inaccessible in-game so pay attention to how you place them.



          To Create an empty chest:



          CreateChestAt(x, y, z)


          To Create a chest with items:



          # Build item list (4 Jungle Planks and 11 chests
          ChestItems = TAG_List()
          ChestItems.append( CreateChestItem(5, 3, 4, 0) )
          ChestItems.append( CreateChestItem(54, 0, 11, 1) )

          # Make a chest with the items.
          CreateChestAt(x, y, z, ChestItems)


          Optional parameters of Direction and CustomName can be specified too...



          Creates an empty chest facing West named "My Chest"



          CreateChestAt(x, y, z, None, 4, "My Chest")






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 4 '15 at 19:44









          WolfieWolfie

          2461 silver badge3 bronze badges




          2461 silver badge3 bronze badges















          • You can click the green check mark to select this as being the correct answer.

            – rivermont - Will B.
            Apr 28 '16 at 13:13

















          • You can click the green check mark to select this as being the correct answer.

            – rivermont - Will B.
            Apr 28 '16 at 13:13
















          You can click the green check mark to select this as being the correct answer.

          – rivermont - Will B.
          Apr 28 '16 at 13:13





          You can click the green check mark to select this as being the correct answer.

          – rivermont - Will B.
          Apr 28 '16 at 13:13

















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