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loordgek

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Everything posted by loordgek

  1. save the old oldBackpack to nbt and load it in the new one
  2. https://github.com/Luis-st/Forge-1.16.5-36.0.1-mdk/blob/main/forge-1.16.5-36.0.1-mdk/src/main/java/net/luis/cave/api/event/ModEventFactory.java you never post the event
  3. forge bus is for when the game starts
  4. https://github.com/MinecraftForge/MinecraftForge/blob/1.16.x/src/main/java/net/minecraftforge/event/entity/player/PlayerEvent.java#L93 https://github.com/MinecraftForge/MinecraftForge/blob/1.16.x/src/main/java/net/minecraftforge/event/entity/player/PlayerEvent.java#L135
  5. go and look what assertInventorySize does and A: replicate it using IItemHandler or B: remove it
  6. private LazyOptional<CombinedInvWrapper> optional = LazyOptional.of(() -> this will lazy initialized); EnderChestInventory enderChestInventory = player.getInventoryEnderChest(); IItemHandlerModifiable enderChestModifiable = new InvWrapper(enderChestInventory); invWrapper = new CombinedInvWrapper(enderChestModifiable, inventory); return invWrapper; that can be reduced to 1 line
  7. 1 does getCapability return a IModItemHandler ? 2 does IModItemHandler extend IItemHandlerModifiable ?
  8. in serializeNBT return inventory.serializeNBT and in deserializeNBT call inventory.serializeNBT.deserializeNBT use CompoundNBT as Generic ICapabilitySerializable instead of INBT
  9. yes but you need to save your inventory,instead of ICapabilityProvider implement ICapabilitySerializable
  10. that is never going to work 1 tileB needs to extend tileA 2 change the code you need to change 3 in registerTileEntities register tileB as tileA
  11. no but syncing nbt to the client does have a limit yes
  12. what are you trying to do from a end user perspective
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