Everything posted by BeardlessBrady
- 
	
		
		[1.12.1]Problems with sending packets to client
		
		For some reason when I try to send a packet from the server to client the server will crash and a NullPointerException for the player is occurring. Crash: https://pastebin.com/86nErgga Packet Initialized: https://github.com/BeardlessBrady/Currency-Mod/blob/4783ae787e504321146f2aa39db783f5061eb374/src/main/java/gunn/modcurrency/mod/container/ContainerVending.java#L352-L356 Packet: https://github.com/BeardlessBrady/Currency-Mod/blob/2467ad93ebb80982fd2c864e3c0ee07842b5d02b/src/main/java/gunn/modcurrency/mod/network/PacketCheckGhostStacksToClient.java
 - 
	
		
		[1.12] Can you disable drag click in certain slots
		
		Wondering if there is a way to disable being able to drag and split items in a container, or more specifically in certain slots. EDIT: I mean formally disabling it as just canceling it out when the slotID is -999 just makes moving items annoying
 - 
	
		
		Finicky Container Slots. SlotID -999
		
		My mod's container slots are very finicky, where when you click on a slot you have to click a few times to either put an item in the slot or pull it out. Whenever this occurs it seems the slotID it's trying to place it in is '-999' which obviously doesnt exist. Linked below is one of my containers slotClick methods https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.12/src/main/java/gunn/modcurrency/mod/container/ContainerVending.java#L140-L184
 - 
	
		
		[1.10.2] Crash on inserting items
		
		Thank you, I'm backporting to 1.10 from 1.11. At this point I was just trying random things (hence the weird null check)
 - 
	
		
		[1.10.2] Crash on inserting items
		
		So the goal of my itemHandler is to only accept items which already exist in the slot and nothing else. When I try and place lets say yellow wool into a slot that has yellow wool it crashes. Item Handler: https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.10.2/src/main/java/gunn/modcurrency/mod/container/itemhandler/ItemHandlerVendor.java#L26-L38 Crash: https://pastebin.com/jVKYtEW8
 - 
	
		
		[1.12] Figuring out registries
		
		Ah now that makes sense, sorry I didn't quite understand. Thanks for helping me through it
 - 
	
		
		[1.12] Figuring out registries
		
		Ok I didn't realize you guys were telling me to set the Blocks registry name, I thought it was an extra step for something else. I already set the registry name in the blocks constructor method, so when I create the new block should the registry name not already be set?
 - 
	
		
		[1.12] Figuring out registries
		
		Im not understanding what Im calling .setRegistryName from, surely not event.setRegistryName, so what?
 - 
	
		
		[1.12] Figuring out registries
		
		where do I do that? in the event right before I register each block?
 - 
	
		
		[1.12] Figuring out registries
		
		Hmm now it is spouting out an issue about null names regarding the ItemBlocks. https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.12/src/main/java/gunn/modcurrency/mod/block/ModBlocks.java#L29 https://pastebin.com/aKphMdNk
 - 
	
		
		[1.12] Figuring out registries
		
		I added the console output.
 - 
	
		
		[1.12] Figuring out registries
		
		Im assuming the way Im doing it is completely wrong. No need for sass, was just asking for help on the right way to use the new registry system since there arent many examples out there.
 - 
	
		
		[1.12] Figuring out registries
		
		So I'm trying my best to figure out how the registries work but I'm having a hard time. Common Proxy: https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.12/src/main/java/gunn/modcurrency/mod/proxy/CommonProxy.java#L32-L33 ModBlock Class: https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.12/src/main/java/gunn/modcurrency/mod/block/ModBlocks.java ModItem Class https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.12/src/main/java/gunn/modcurrency/mod/item/ModItems.java Console Output; https://pastebin.com/cR1P39fG
 - 
	
		
		[1.11.2] DrawForeground/Background on GUI Screen
		
		Derp, That makes sense. Thanks
 - 
	
		
		[1.11.2] DrawForeground/Background on GUI Screen
		
		Alright so my button is appearing behind the background texture Button defined here: https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.11.2/src/main/java/gunn/modcurrency/mod/client/gui/GuiGuide.java#L49 Background drawn: https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.11.2/src/main/java/gunn/modcurrency/mod/client/gui/GuiGuide.java#L56
 - 
	
		
		[1.11.2] DrawForeground/Background on GUI Screen
		
		Yes but will this layer drawn things correctly? With Background and Foreground methods you can specify what goes behind what
 - 
	
		
		[1.11.2] DrawForeground/Background on GUI Screen
		
		With the GuiContainer there are methods #drawGuiContainerBackgroundLayer and #drawGuiContainerForegroundLayer but there are no similar methods (that I can find) in Gui Screen. Any ideas how to layer draw on Gui Screen?
 - 
	
		
		[1.11.2] Going above the max stack
		
		So Im attempting to raise items max stack well in my container. So far I've just changed how the slotClick method works, where when it clicks an item thats the same it will just add to the count instead of the usual way. Anywho all that works, thats not my problem though. My problem is when I exit the world and reopen it the container items are gone, I feel like it has something to do with the read/writefromNBT so I tried saving the itemCounts to an integer array and setting all the item counts to 1, then on read I will set all the counts from the array, it didn't seem to do anything. Any ideas?
 - 
	
		
		[1.11.2] Blockstate resets on world reload
		
		Lol I knew I forgot something! thanks
 - 
	
		
		[1.11.2] Blockstate resets on world reload
		
		So basically I have it where if you place another of the same block on top of itself it will change the states of both and make them 'connect' (Shown in pictures below) Picture 3 show's what happens once I reload the world, not quite sure why it;s resetting that specific blockstate but not the facing one. I'm probably missing something obvious but please help me out. State change when placed: https://github.com/BeardlessBrady/Currency-Mod/blob/57ef291600d5b6714c0c07e276b3abf0c6c2299e/src/main/java/gunn/modcurrency/mod/block/BlockVending.java#L109-L143 State change when broken: https://github.com/BeardlessBrady/Currency-Mod/blob/57ef291600d5b6714c0c07e276b3abf0c6c2299e/src/main/java/gunn/modcurrency/mod/block/BlockVending.java#L149-L179 Tile Entity: https://github.com/BeardlessBrady/Currency-Mod/blob/57ef291600d5b6714c0c07e276b3abf0c6c2299e/src/main/java/gunn/modcurrency/mod/tileentity/TileVending.java
 - 
	
		
		[1.11.2] Injecting custom MovementInput
		
		You are correct, it is not being called.
 - 
	
		
		[1.11.2] Injecting custom MovementInput
		
		Its all good, I know its an obscure thing I'm trying to do. ClientProxy: https://github.com/BeardlessBrady/Carts-Mod/blob/d7ae34010cb870e3eba29ab21572afe5fbbd4c80/src/main/java/gunn/modcarts/mod/core/handler/EventHandlerClient.java MovementInput: https://github.com/BeardlessBrady/Carts-Mod/blob/d7ae34010cb870e3eba29ab21572afe5fbbd4c80/src/main/java/gunn/modcarts/mod/CartMovementInput.java I'm copying the MovementInputFromOptions and just commenting out the left movement part but I can still move left
 - 
	
		
		[1.11.2] Injecting custom MovementInput
		
		It is not for anti-cheat server's. Anyways thanks for helping me.
 - 
	
		
		[1.11.2] Injecting custom MovementInput
		
		I originally had it on the client handler, at this point I was just trying things. I also had no idea the event is called for all entities, let me try and check for a player entity first What I'm trying to do: (in certain circumstances) prevent the player from strafing. EDIT: Alright moved it back to the client and checking for EntityPlayerSP got me into the world! Thanks a bunch Unfortunately though this way isn't working, if I try and stop strafing even in my modified movementInput it still wont stop it, any ideas?
 - 
	
		
		[1.11.2] Black box around item quads
		
		Im realizing this is probably the wrong way to add item models to a block model. Should I not be doing this through the ModelBakeEvent?
 
IPS spam blocked by CleanTalk.