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Everything posted by Xander402
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[1.14.4] How to open crafting GUI on custom block right click?
Xander402 replied to Xander402's topic in Modder Support
Block: https://pastebin.com/uHCFPFVq Container: https://pastebin.com/PBNvPkbR -
[1.14.4] How to open crafting GUI on custom block right click?
Xander402 replied to Xander402's topic in Modder Support
Since I need my own implementation of crafting container, I should be able to set which items can be used in crafting with this block, right? I tried to initiate the crafting matrix like this (the only difference between this and the vanilla class is the slot class name): for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { this.addSlot(new FoodSlot(this.inventory, j + i * 3, 30 + j * 18, 17 + i * 18)); } } But the game actually doesn't reject any item even if the FoodSlot class looks like this: package ... import ... public class FoodSlot extends Slot { public FoodSlot(IInventory inventory, int p1, int p2, int p3) { super(inventory, p1, p2, p3); } @Override public boolean isItemValid(ItemStack item) { return false; } } Instead, it moves the entire content of the matrix back to the inventory after several clicks. -
I tried the following: @Override public boolean onBlockActivated(BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockRayTraceResult result) { player.openContainer(state.getContainer(world, pos)); return true; } @Override public INamedContainerProvider getContainer(BlockState state, World world, BlockPos pos) { return new SimpleNamedContainerProvider((i, playerInventory, playerEntity) -> new WorkbenchContainer(0, playerInventory), TEXT_COMPONENT); } This opens a crafting GUI, but does some mess in the inventory when opening - some items disappear, some get moved to other slot or duplicated, and everything returns back after leaving the GUI and clicking on any item in the inventory. What am I doing wrong?
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[1.14.4] How to add custom right click event to a vanilla item?
Xander402 replied to Xander402's topic in Modder Support
Yeah, right. I think this is actually a pretty common mistake.. Here is something that works: package ... import ... @Mod.EventBusSubscriber public class CropRightClickHandler { @SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true) public static void handleCropRightClick(final PlayerInteractEvent.RightClickBlock event) { ... } } Two new things. The method handleCropRightClick is now static and the event was changed from PlayerInteractEvent to PlayerInteractEvent.RightClickBlock not to get triggered unnecessarily. -
The crash report told you what to do.
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[1.14.4] How to add custom right click event to a vanilla item?
Xander402 replied to Xander402's topic in Modder Support
Alright. I found own what to do my own. My RightClickEventHandler.java: package ... import ... @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class RightClickCropStickHandler { @SubscribeEvent public void handleCropRightClick(PlayerInteractEvent event) { Mod.LOGGER.warn("PlayerInteractEvent triggered!"); ... } } But there's one little problem. The event is actually never called (PlayerInteractEvent triggered! never appears in the console). -
How about just adding a new loot table with pools only with your mod seeds items instead of overriding the entire grass loot table? Overriding would block others potential opportunity to make their own seeds that drop from vanilla grass.
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Put your custom loot table in data.minecraft.loot_tables.blocks. Yes, you need to create the minecraft folder in your src/main/resources/data directory. It should get overridden proving the file is named the same as the vanilla loot table.
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It seems to be a problem with AppliedFluidics mod. Removing AppliedFluidics-1.12.2-2.0.3.jar from the mods folder should do the job.
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Server crash when pulling items with itemduct.
Xander402 replied to Powerxd's topic in Modder Support
There is a java.lang.NullPointerException thrown by cofh.thermaldynamics.duct.attachments.servo.ServoItem.handleItemSending. Somewhere here in your code must be an element that is either null where it shouldn't be, or something caused it to not load/initialize properly. -
Yeah, right ... I downloaded it for myself to calculate the SHA1 checksum and then I forgot that I only downloaded it, not modified. ?
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[FIXED] [1.14.4] How to make item stay in the crafting grid?
Xander402 replied to Xander402's topic in Modder Support
Yes, I know that. ? I don't blame you. I've been playing around with modding, adding some basic items and blocks ever since 1.9, and I had to deal with all the changes (not only in naming), too. That's just for people who would potentially come to this post not willing to do research and expecting everything to be expounded exactly as it is. -
Yeah, replace it. Nothing might happen, but this is the only idea that comes to my mind (some troubles with downloading that file via the application).
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Go to the C:\Users\kuhak_000\Twitch\Minecraft\Install\libraries\net\sf\jopt-simple\jopt-simple\5.0.3\ folder and put this: [DOWNLOAD LINK] inside.
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[FIXED] [1.14.4] How to make item stay in the crafting grid?
Xander402 replied to Xander402's topic in Modder Support
Yeah, you're right. I totally didn't think about Unbreaking, because this knife is intended to be just a kitchen tool. Although I'm not gonna take away a possibility to use this item as a full-fledged weapon. Just it is attemptDamageItem(), not tryDamageItem(). -
[FIXED] [1.14.4] How to make item stay in the crafting grid?
Xander402 replied to Xander402's topic in Modder Support
For somebody who would like to know how to do it, here's my solution: import net.minecraft.item.IItemTier; import net.minecraft.item.ItemStack; import net.minecraft.item.SwordItem; public class KnifeItem extends SwordItem { public KnifeItem(IItemTier p_i48460_1_, int p_i48460_2_, float p_i48460_3_, Properties p_i48460_4_) { super(p_i48460_1_, p_i48460_2_, p_i48460_3_, p_i48460_4_); } @Override public boolean hasContainerItem(ItemStack stack) { return true; } @Override public ItemStack getContainerItem(ItemStack itemStack) { ItemStack ret = new ItemStack(this); ret.setDamage(itemStack.getDamage() + 1); return ret; } } -
[FIXED] [1.14.4] How to make item stay in the crafting grid?
Xander402 replied to Xander402's topic in Modder Support
Oh, well, I was wrong. Overriding this has no effect if you do not also override hasContainerItem. That makes sense. The item stays in crafting table after overriding hasContainerItem. Thanks! -
[FIXED] [1.14.4] How to make item stay in the crafting grid?
Xander402 replied to Xander402's topic in Modder Support
Yes, I know it's stupid. ? I was aware of this when writing that post. -
[FIXED] [1.14.4] How to make item stay in the crafting grid?
Xander402 replied to Xander402's topic in Modder Support
Some mods apply damage to a tool item when it's used to craft something. That suggests me that I'd need to use something different than containerItem. But what?