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Is there a limit to how big an NBTTagList can be?
Well, I'm working on a multiblock storage system and you can make large inventories with it. I might be able to come up with a different algorithm, but I can also just change how the inventory is partitioned across the structure.
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Is there a limit to how big an NBTTagList can be?
That is what I was planning on doing, but if they are all going to be sent in the same packet I will still have the problem
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Is there a limit to how big an NBTTagList can be?
Ok, that is what I thought. so breaking the large list into smaller ones isn't going to do much of a difference. I will need to find something else. Thanks!
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Is there a limit to how big an NBTTagList can be?
I will double check the ram, but I am pretty sure that isn't it. Everything works fine in a single player world. Multiplayer is where I get the error. The server is only showing 50% usage (of what I gave the game, not the total ram in the machine) Yes, I do bind it all at once as normal slots. A description packet? I am not writing any custom packet stuff. Just implementing writeToNbt and readFromNbt
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Is there a limit to how big an NBTTagList can be?
I have a TileEntity with an inventory and the size of the inventory is really big. (think 200,000 slots). When in an SMP world the client will disconnect when trying to access the inventory with the message "DecoderException: Packet was larger than I expected" *I* am not doing anything with packets right now, but that doesn't mean the API isn't. What I can think of is the NBT data (specifically the tag list I am storing stuff in) is being sent as a packet, and maybe there is a maximum size? it is possible I have a bug, but if i make the same inventory have a "measly" 100 slots it works great. So, anyway. Is there a maximum size to how much I can store in an NBTTagList? If so, does that translate to the tag compound? What I am thinking is that I can just break the list into many smaller ones, but I don't want to just move the problem up the chain (if that makes sense)
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[1.7.10]Change max stack size in container
Do you have any suggestions though?
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[1.7.10]Change max stack size in container
In my container, I want to be able to stack items larger than the default size. I have searched the forums, but haven't seen anything on it. I know it is possible because ExtraUtilities does it for the Filing Cabinet and AE does it as well. The problem is I am not sure where to start. I thought about just having a Map of some kind (Map<String, List<ItemStack>>) and I could store all the items of a kind in separate stack under a key and just change how I draw them but that doesn't sound right. What is the preferred way to make it so a slot in a container can stack items larger than the default?
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[1.7.10] scrolling in a container
Hey everyone. I am trying to create a gui container that has a scrollbar. What I am trying to accomplish is essentially an inventory that scrolls. I am trying to follow what has been done with the creative tab, but it isn't working very well. Has anyone put together a good example of a working version I can take a look at?
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[1.7.10]How can I replace a block with air and not have the inventory dropped
/facepalm! I knew I was just doing something silly. Thanks
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[1.7.10]How can I replace a block with air and not have the inventory dropped
I'm not seeing anything in EntityItem that would accomplish what I am trying to do. Maybe I overlooked something? Plus that is just for entities. Really I need to either just delete the inventory from anything that extends IInventory. ____ edit...oh wait Are you saying to get all entities AFTER they have been dropped and just set them to dead? hmm..sounds like that could be risky and I might accidentally delete any item that just happened to be on the ground around the block
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[1.7.10]How can I replace a block with air and not have the inventory dropped
Hey everyone, I have been searching around for a good hour now and I can't find this definitively answered. If I missed it please just point me to the correct post. So I am trying to call world.setBlock to replace a block with air and everything works on normal blocks However, on blocks that extend IContainer the inventory is dropped as well. Is there a way to prevent this? Looking at the source for setBlock it can take flags and it looks like 1 is what will update the block being replaced. But it seems like no matter what flag I pass in it still happens. I have tried 0 (which looking at the code and debugging through doesn't make a call to `notifyBlockChange` or `markBlockForUpdate` but it still happens. Anyway, am I overlooking something? Is there a way to make a block not drop its inventory when being "broken"? I am ok with just deleting the items that are in there but I don't see an obvious way of doing it.
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