Everything posted by RaphGamingz
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Stuctures 1.14
How do i make a structure (with a structure block?) and how do i make it spawn in biomes or around the world on the ground or in the sky or in caves?
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Change Recipes with config
so a class that implements IRecipeSerializer
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Change Recipes with config
how do i change recipes to make it harder if the config is set to true.
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Saving data
i am talking about where the capability is stored, is it in a class that extends INBTSerializable
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Saving data
oh so i have another class named "ClassA" that extends INBTSerializable, ICapabilityProvider i use the item class to make a new ClassA
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Saving data
so i have a item class that extends item implements INBTSerializable, ICapabilityProvider
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Saving data
Does it save when a player leaves and does it save when the world is closed will the capability have read and write, getCapability and what will the capability class extend or implement?
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[SOLVED][1.14.4] Persist Player attributes on respawn
oh because you said to store the attribute in a capability then you say and you use the clone event to transfer capabilities
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Saving data
How do i save a capability on a item that extends ICapabilitySerializable. How do i save data on a player, like skills and make it increase every time a player breaks a block
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[SOLVED][1.14.4] Persist Player attributes on respawn
i think he is asking what the event you use because you cant use playerrespawnevent (according to him)
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[SOLVED][1.14.4] Persist Player attributes on respawn
whats the syntax called edit: its called ternary
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[SOLVED][1.14.4] Persist Player attributes on respawn
me? JimiIT92? Animefan8888?
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[SOLVED][1.14.4] Persist Player attributes on respawn
wouldn't it then be transferring the capability which stores the attributes
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1.14 Open GUI when item is rightclicked
what do i put in icapabilityserializable#serializeNBT and deserializeNBT to make the items save on a custom itemhandler
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1.14 Open GUI when item is rightclicked
public class FloatingChest extends Item { public FloatingChest() { super(new Item.Properties().group(RandomAdditions.CUSTOMITEMGROUP)); setRegistryName(ModRegistries.location("floating_chest")); } @Override public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) { NetworkHooks.openGui((ServerPlayerEntity) playerIn, new FloatingChestCapability()); return super.onItemRightClick(worldIn, playerIn, handIn); } } public class FloatingChestContainer extends Container { private IItemHandler playerInventory; public FloatingChestContainer(int windowId, PlayerInventory playerInventory, PlayerEntity player) { super(ModItems.floating_chest_container, windowId); this.playerInventory = new InvWrapper(playerInventory); addSlotBox(new InvWrapper(player.getInventoryEnderChest()), 0, 8, 18, 9, 18, 3, 18); layoutPlayerInventorySlots(8, 86); } @Override public boolean canInteractWith(PlayerEntity playerIn) { return true; } private int addSlotRange(IItemHandler handler, int index, int x, int y, int amount, int dx) { for (int i = 0 ; i < amount ; i++) { addSlot(new SlotItemHandler(handler, index, x, y)); x += dx; index++; } return index; } private int addSlotBox(IItemHandler handler, int index, int x, int y, int horAmount, int dx, int verAmount, int dy) { for (int j = 0 ; j < verAmount ; j++) { index = addSlotRange(handler, index, x, y, horAmount, dx); y += dy; } return index; } private void layoutPlayerInventorySlots(int leftCol, int topRow) { // Player inventory addSlotBox(playerInventory, 9, leftCol, topRow, 9, 18, 3, 18); // Hotbar topRow += 58; addSlotRange(playerInventory, 0, leftCol, topRow, 9, 18); } public ItemStack transferStackInSlot(PlayerEntity playerIn, int index) { ItemStack itemstack = ItemStack.EMPTY; Slot slot = this.inventorySlots.get(index); if (slot != null && slot.getHasStack()) { ItemStack itemstack1 = slot.getStack(); itemstack = itemstack1.copy(); if (index < 3 * 9) { if (!this.mergeItemStack(itemstack1, 3 * 9, this.inventorySlots.size(), true)) { return ItemStack.EMPTY; } } else if (!this.mergeItemStack(itemstack1, 0, 3 * 9, false)) { return ItemStack.EMPTY; } if (itemstack1.isEmpty()) { slot.putStack(ItemStack.EMPTY); } else { slot.onSlotChanged(); } } return itemstack; } } public class FloatingChestScreen extends ContainerScreen<FloatingChestContainer> { private ResourceLocation GUI = ModRegistries.location("textures/gui/floating_chest_gui.png"); private final int inventoryRows; public FloatingChestScreen(FloatingChestContainer screenContainer, PlayerInventory inv, ITextComponent titleIn) { super(screenContainer, inv, titleIn); this.inventoryRows = 3; this.ySize = 114 + this.inventoryRows * 18; } @Override public void render(int mouseX, int mouseY, float partialTicks) { this.renderBackground(); super.render(mouseX, mouseY, partialTicks); this.renderHoveredToolTip(mouseX, mouseY); } @Override protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) { this.font.drawString("Floating Chest", 8.0F, 6.0F, 4210752); this.font.drawString(this.playerInventory.getDisplayName().getFormattedText(), 8.0F,(float) this.ySize - 96 + 2, 4210752); } @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F); this.minecraft.getTextureManager().bindTexture(GUI); int relX = (this.width - this.xSize) / 2; int relY = (this.height - this.ySize) / 2; this.blit(relX, relY, 0, 0, this.xSize, this.inventoryRows * 18 + 17); this.blit(relX, relY + this.inventoryRows * 18 + 17, 0, 126, this.xSize, 96); } } public class FloatingChestCapability implements INamedContainerProvider { @Override public Container createMenu(int i, PlayerInventory playerInventory, PlayerEntity playerEntity) { return new FloatingChestContainer(i, playerInventory, playerEntity); } @Override public ITextComponent getDisplayName() { return new StringTextComponent(""); } //add capability later }
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1.14 Open GUI when item is rightclicked
java.lang.ClassCastException: net.minecraft.client.entity.player.ClientPlayerEntity cannot be cast to net.minecraft.entity.player.ServerPlayerEntity at raph.RandomAdditions.items.floatingChest.FloatingChest.onItemRightClick(FloatingChest.java:21) ~[main/:?] {re:classloading} is this a normal errror?
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1.14 Open GUI when item is rightclicked
wait, would that be a class that implements icapabiltyserializable and the same for the inamedcontainerprovider
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1.14 Open GUI when item is rightclicked
how do i do that?
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1.14 Open GUI when item is rightclicked
how do i store the inventory and what do i put for the open gui parameter inamedcontainerprovider
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1.14 Open GUI when item is rightclicked
How can I also make a gui open when a key is pressed. And show the same inventory. Do I need a keybind And the inventory wouldn't be stored in the item
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1.14 Open GUI when item is rightclicked
OK I will try
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1.14 Open GUI when item is rightclicked
How do i make a gui that stores item appear when a item is clicked like an inventory in an item
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Can I run mods other than my own mod in the ide version of minecraft
Np
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Can I run mods other than my own mod in the ide version of minecraft
yes, you put the mod in a folder run/mods
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Multi-Tools [1.14]
I'm thinking of a tool that can be used as a sword, axe and pick.
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