Arthur Wesley Posted April 14, 2018 Share Posted April 14, 2018 (edited) So, I want to do my own Tile Entity that works exactly like the vanilla furnace/anvil, but with a diferent GUI and my own recipes. I was wondering if someone could help me, please. https://github.com/Arthgames3/1.12.2-SapphireCraft Edited April 15, 2018 by Arthur Wesley Quote Link to comment Share on other sites More sharing options...
Draco18s Posted April 14, 2018 Share Posted April 14, 2018 (edited) You need to create a new class that extends GuiContainer. Look at the vanilla examples of such. You will also need one that extends Container (again, look at the vanilla examples). And a class that implements IGuiHandler Edited April 14, 2018 by Draco18s Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
Arthur Wesley Posted April 14, 2018 Author Share Posted April 14, 2018 3 minutes ago, Draco18s said: You need to create a new class that extends GuiContainer. Look at the vanilla examples of such. And how about the processing, recipes? Like I put two items in the first two slots and it creates a new one... Like the anvil Quote Link to comment Share on other sites More sharing options...
Draco18s Posted April 14, 2018 Share Posted April 14, 2018 You need to mimic what the furnace does (assuming single input + fuel) or what the crafting table does (any number of inputs or outputs greater than 1). I have something similar here: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/recipes/OreProcessingRecipes.java#L35-93 Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
Arthur Wesley Posted April 14, 2018 Author Share Posted April 14, 2018 2 minutes ago, Draco18s said: You need to mimic what the furnace does (assuming single input + fuel) or what the crafting table does (any number of inputs or outputs greater than 1). I have something similar here: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/recipes/OreProcessingRecipes.java#L35-93 Thanks for now, I'll see if my noob skills will be able to do it. Quote Link to comment Share on other sites More sharing options...
Arthur Wesley Posted April 14, 2018 Author Share Posted April 14, 2018 (edited) And how can I implement some code that makes the items inside the Container to go back to the player's inventory, when the container is closed? I can't manage to find any clue in the vanilla classes. Edited April 14, 2018 by Arthur Wesley Quote Link to comment Share on other sites More sharing options...
Choonster Posted April 14, 2018 Share Posted April 14, 2018 (edited) 1 hour ago, Arthur Wesley said: And how can I implement some code that makes the items inside the Container to go back to the player's inventory, when the container is closed? I can't manage to find any clue in the vanilla classes. ContainerWorkbench (the Crafting Table's Container) does this in its onContainerClosed method. If you're using IItemHandler for your inventories (which you should be), you'll need to replicate the logic in Container#clearContainer rather than calling it directly. Edited April 14, 2018 by Choonster Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future. Link to comment Share on other sites More sharing options...
Arthur Wesley Posted April 14, 2018 Author Share Posted April 14, 2018 3 hours ago, Choonster said: ContainerWorkbench (the Crafting Table's Container) does this in its onContainerClosed method. If you're using IItemHandler for your inventories (which you should be), you'll need to replicate the logic in Container#clearContainer rather than calling it directly. Thank you. Quote Link to comment Share on other sites More sharing options...
Arthur Wesley Posted April 14, 2018 Author Share Posted April 14, 2018 Yay, the slots are worknig. I only need now a recipe system. package tutuicraft3.sapphirecraft.blocks.msinfusortileentity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.inventory.Container; import net.minecraft.inventory.InventoryCraftResult; import net.minecraft.inventory.InventoryCrafting; import net.minecraft.inventory.Slot; import net.minecraft.inventory.SlotCrafting; import net.minecraft.item.ItemStack; import net.minecraft.util.EnumFacing; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraftforge.items.CapabilityItemHandler; import net.minecraftforge.items.IItemHandler; public class MSInfusorContainer extends Container { public InventoryCrafting craftMatrix = new InventoryCrafting(this, 3, 3); public InventoryCraftResult craftResult = new InventoryCraftResult(); private final World world; public MSInfusorContainer(InventoryPlayer playerInv, World worldIn, final TileEntityMSInfusor infusor) { this.world = worldIn; IItemHandler inventory = infusor.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, EnumFacing.NORTH); addSlotToContainer(new SlotCrafting(playerInv.player, this.craftMatrix, this.craftResult, 0, 134, 40)); addSlotToContainer(new Slot(this.craftMatrix, 0, 27, 40)); addSlotToContainer(new Slot(this.craftMatrix, 1, 76, 40) { @Override public void onSlotChanged() { infusor.markDirty(); } }); for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { addSlotToContainer(new Slot(playerInv, j + i * 9 + 9, 8 + j * 18, 84 + i * 18)); } } for (int k = 0; k < 9; k++) { addSlotToContainer(new Slot(playerInv, k, 8 + k * 18, 142)); } } @Override public void onContainerClosed(EntityPlayer playerIn) { super.onContainerClosed(playerIn); if (!this.world.isRemote) { this.clearContainer(playerIn, this.world, this.craftMatrix); } } @Override public boolean canInteractWith(EntityPlayer player) { return true; } @Override public ItemStack transferStackInSlot(EntityPlayer player, int index) { ItemStack itemstack = ItemStack.EMPTY; Slot slot = inventorySlots.get(index); if (slot != null && slot.getHasStack()) { ItemStack itemstack1 = slot.getStack(); itemstack = itemstack1.copy(); int containerSlots = inventorySlots.size() - player.inventory.mainInventory.size(); if (index < containerSlots) { if (!this.mergeItemStack(itemstack1, containerSlots, inventorySlots.size(), true)) { return ItemStack.EMPTY; } } else if (!this.mergeItemStack(itemstack1, 0, containerSlots, false)) { return ItemStack.EMPTY; } if (itemstack1.getCount() == 0) { slot.putStack(ItemStack.EMPTY); } else { slot.onSlotChanged(); } if (itemstack1.getCount() == itemstack.getCount()) { return ItemStack.EMPTY; } slot.onTake(player, itemstack1); } return itemstack; } } Quote Link to comment Share on other sites More sharing options...
Arthur Wesley Posted April 14, 2018 Author Share Posted April 14, 2018 One little thing, I noticed that my GUI is different from the others in one aspect, it doesn't get it's outer part darker. Normal GUIs have its "focus", making everything around it draker, but mine just opens the GUI and don't get darker, strange because I followed correctly the tutorial, and in there his GUI was darker around. Quote Link to comment Share on other sites More sharing options...
Arthur Wesley Posted April 15, 2018 Author Share Posted April 15, 2018 18 hours ago, Arthur Wesley said: One little thing, I noticed that my GUI is different from the others in one aspect, it doesn't get it's outer part darker. Normal GUIs have its "focus", making everything around it draker, but mine just opens the GUI and don't get darker, strange because I followed correctly the tutorial, and in there his GUI was darker around. I've made it. Just had to add drawDefaultBackground(); to my GUI class on drawGuiContainerBackgroundLayer method: @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { drawDefaultBackground(); GlStateManager.color(1, 1, 1, 1); mc.getTextureManager().bindTexture(BG_TEXTURE); int x = (width - xSize) / 2; int y = (height - ySize) / 2; drawTexturedModalRect(x, y, 0, 0, xSize, ySize); } Quote Link to comment Share on other sites More sharing options...
Draco18s Posted April 15, 2018 Share Posted April 15, 2018 Or you could call super Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
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