Jump to content

Basic Workbench: Containers and IInventories


Brunner1.

Recommended Posts

Hi

 

Someone may short explain me? When I open Workbench GUI i have GuiScreen opened. I can cast this screen to GuiCrafting.

 

Use of GuiCrafting.inventorySlots give me Container.

 

When I cast this container to ContainerWorkbench I can use .craftMatrix method to get IInventory  (3x3)

 

In theory I have now all to transfer my ItemStacks up and down.

 

ItemStack IS = CraftMatrix.getStackInSlot(0); 	

Cont.putStackInSlot(10, IS);			

CraftMatrix.setInventorySlotContents(0, (ItemStack) null); 

Cont.detectAndSendChanges();

 

move my stack from workbench slot 1 to upper-left slot in inventory, but stack return to his first position when i try to pick him :S.

 

 

Link to comment
Share on other sites

You must do this on the server.

 

Unfortunately mod I'm working at should be Client-side only :( Currently I put stacks using playerControler.windowClicks. It's working very fine, but mod must syncing current inventory every clientTick and I'm looking for more elegant solution. Especialy for ItemStacks spliting and merging.

 

No more concepts?

 

Edited

 

I see, You give me idea here:

http://www.minecraftforge.net/forum/index.php/topic,38806.0.html 

 

Thanks. It's probably best way, but I'm to weak in Java yet.

Link to comment
Share on other sites

  • 2 weeks later...

Hmmm..

 

Crafting Tweaks is working client-side only mod. He use Container and IInventory. How? When i open his source files I see .initGui method in event code. In manuals I found info, that opening workbench java initialise gui and proper containers. Where is the truth?

Link to comment
Share on other sites

Hmmm..

 

Crafting Tweaks is working client-side only mod. He use Container and IInventory. How? When i open his source files I see .initGui method in event code. In manuals I found info, that opening workbench java initialise gui and proper containers. Where is the truth?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
    • Update your drivers: https://www.amd.com/en/support/graphics/amd-radeon-r9-series/amd-radeon-r9-200-series/amd-radeon-r9-280x
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.