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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. That should be working....but change //This if (!mergeItemStack(sourceStack, first_fuel_index, first_fuel_index + fuel_slots, true)) // To this if (!mergeItemStack(sourceStack, first_fuel_index, first_fuel_index + fuel_slots, false))
  2. What do you mean it is not a safe solution, and I agree that would be a very useful hook.
  3. What does this line print out now? System.out.println(first_input_index + ", " + input_slots + ", " + (first_input_index + input_slots));
  4. You could probably use the InputEvent.
  5. addSlotToContainer is being called in your main class. When you call it the number of slots is still = 0 for all of those, and since you stored the number of slots in your TileEntity I don't understand why you don't use those? Instead of creating new variables in your container. *Note make them not final.
  6. Where did you copy that from? { "parent": "item/handheld", "textures": { "layer0": "items/iron_sword" } }
  7. Note these edits work for me.
  8. Ok you are going to have to add your Slots that are for you TileEntityFluxGrinder, you need to add them in your ContainerFluxGrinder.
  9. In get output you never check if input2 is input. And honestly forge why would you just check to see if the item is the same when you should be comparing ItemStacks.....
  10. Why not use BrewingRecipeRegistry.addRecipe(input, ingredient, output);
  11. Sadly it is not so http://stackoverflow.com/questions/1168345/why-does-this-and-super-have-to-be-the-first-statement-in-a-constructor What I mean is if you have something like upgrade slots that will be in all of the containers, you can add them in the main container. And all new ones for that specific TileEntity you add in that TileEntities container.
  12. Well then I'm going to say what I think happened since you are using for loops and setting variables that are initially set to 0. The constructor for the previous class gets called before the variables could get set in your ContainerFluxGrinder. Solution add slots in your new Containers atleast the ones that are not required.
  13. Why would super have to be first?
  14. Instead change the variables to not final and call super after changing them.
  15. Why would he want to use capabilities, he is using a TileEntity, not saving data to the player. Note to self capabilities can be tied to TileEntities.
  16. Also never mind it exists in block models not in Item models.
  17. Also // This "parent": "block/fence_gate_open", // and "parent": "block/fence_gate_closed", // Don't exist in vanilla 1.10
  18. When do you ever register the model.
  19. Lets try something instead of re creating the variables public final int fuel_slots = 1; public final int input_slots = 1; public final int output_slots = 2; just initialize them in the constructor.
  20. Ok the way I would recommend doing this is making a new project for 1.7.10 and copy all of your code into there. And downloading the forge source for 1.7.10 and setup your workspace.
  21. What is the result when System.out.println(first_input_index + ", " + input_slots + ", " + (first_input_index + input_slots)); prints out.
  22. Could you post the new crash report anyway?
  23. The inventory variable, instead of passing in the TileEntity you passed in the players inventory and the last time I checked the player only has 36 normal inventory slots. :3
  24. I couldn't tell you why and yeah it has been a while since I have used drawTextureModelRect I forgot the parameters. Once you have switch over it should be much easier to pinpoint the problem.

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