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About NindyBun

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    Tree Puncher

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  1. FINALLY, the whole problem was that I was accessing the wrong nbt tag in readShareTag this whole time.
  2. https://github.com/NindyBun/BurnerGun_1.16.5/blob/master/src/main/java/com/nindybun/burnergun/common/network/packets/PacketFuelValue.java Okay...I got the fuel renderer to work properly after fixing the get/readsharetag but now when I try to play on a dedicated server, the fuel renderer doesn't work, I don't know if my packet handler is right.
  3. I continued messing with it and noticed that when the fuel value is above 500_000 which is half of the max buffer, the fuel renderer shows that it goes down, but when it gets below 500_000, I have to open my itemstack's gui to update it and I don't understand why it doesn't update by it self under 500_000.
  4. Scratch that. I have found one problem that is my fuel renderer is working as intended when the fuel level increases, but when it decreases the value doesn't change until I enter my world again. Why does that happen? https://github.com/NindyBun/BurnerGun_1.16.5/blob/master/src/main/java/com/nindybun/burnergun/client/renderer/FuelValueRenderer.java#L63
  5. https://github.com/NindyBun/BurnerGun_1.16.5/blob/master/src/main/java/com/nindybun/burnergun/common/items/GlitteringDiamond.java I was able to get the capability working but now I'm stuck on how to save the data...
  6. Okay, so I think I made the beginning of a capability but how do I set and get values? https://github.com/NindyBun/BurnerGun_1.16.5/tree/master/src/main/java/com/nindybun/burnergun/common/capabilities
  7. I've only ever used capability for messing with the itemstack's inventory so I don't exactly know how the process of using it for data goes, and I have read the documentation multiple times but I just can't wrap my head around it. To synchronize my data I would do that in the form of packets right? But what should I be sending and to where?
  8. So I figured out that when I try to get the nbt tag in the RenderGameOverlayEvent it doesn't show the updated values, only the values made when the item was created. Therefore how would I get the current updated tag when playing on the dedicated server?
  9. It might actually be this line that's causing the problem, but how else do I check if my itemstack is in a players hand so that I knows to draw the text?
  10. So I have a FontRenderer that displays the Fuel value of my tool, on a singleplayer world the text updates fine but once I go on the server the same text does not update. So I'm assuming that I would have to send the server packet to the client, problem is how would I do that if I need a ServerPlayerEntity. My Font renderer: https://github.com/NindyBun/BurnerGun_1.16.5/blob/master/src/main/java/com/nindybun/burnergun/client/renderer/FuelValueRenderer.java package com.nindybun.burnergun.client.renderer; import com.nindybun.burnergun.common.BurnerGun; import com.nindybun.burnergun
  11. I have two gui's/containers one with 8 slots and the other with 15. My tool opens the former container whenever you press a keybind, but I want to open the latter using the same tool. Essentially, if I pressed a certain keybind, the 15 slot container supersedes the original 8 slot container, therefor my tool it's container gains 7 more slots while retaining whatever's in it's previous inventory. Is there a way to go about this? https://github.com/NindyBun/TestMod
  12. public class KeyInputHandler { private static final Logger LOGGER = LogManager.getLogger(); @SubscribeEvent public void onKeyInput(InputEvent.KeyInputEvent event) { PlayerEntity player = Minecraft.getInstance().player; if (Keybinds.test_item_gui_key.isPressed() && player.getHeldItemMainhand().getItem() instanceof ItemTestItem){ LOGGER.info("KEY PRESSED"); } } } How can I open my ItemTestItem's GUI when I press the C key? Right Now I am opening it from NetworkHooks in my ItemTestItem class. @Nonnull @Override public Acti
  13. https://github.com/NindyBun/TestMod/blob/master/src/main/java/com/nindybun/miningtool/test_item/ItemStackHandlerTestItem.java
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