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DF_Waffle

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Everything posted by DF_Waffle

  1. I think I implemented the getDescriptionPacket and onDataPacket but nothing happened the same thing is still happening. @Override public Packet getDescriptionPacket(){ NBTTagCompound data = new NBTTagCompound(); writeToNBT(data); return new SPacketUpdateTileEntity(this.pos, 1, data); } @Override public void onDataPacket(NetworkManager net, SPacketUpdateTileEntity pkt){ readFromNBT(pkt.getNbtCompound()); worldObj.markBlockRangeForRenderUpdate(this.pos, this.pos); }
  2. Ok so I added 2 lines to print both the reading and writing and its printing both but not sure if its actually doing it. [00:27:16] [server thread/INFO]: [com.waffle.to.tileentity.TOTileEntity:writeToNBT:208]: WRITING NBT DATA [00:27:10] [server thread/INFO]: [com.waffle.to.tileentity.TOTileEntity:readFromNBT:185]: READING NBT DATA
  3. Ok thanks, going to try and figure it out but not really sure because this is my first tile entity not really sure how to call these
  4. My tileenetity is not saving its items. I can place items in the slots but once I leave and save the world and go back in the items are deleted. TileEntity: package com.waffle.to.tileentity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.text.ITextComponent; import java.util.ArrayList; public class TOTileEntity extends TileEntity implements IInventory{ private ItemStack[] stacks = new ItemStack[9]; private boolean aBoolean; private byte aByte; private short aShort; private int anInt; private long aLong; private float aFloat; private double aDouble; private String aString; private byte[] aByteArray; private int[] anIntArray; private ItemStack anItemStack; private ArrayList aList = new ArrayList(); private ItemStack[] inventory; private String customName; public TOTileEntity(){ this.inventory = new ItemStack[this.getSizeInventory()]; } public String getCustomName(){ return this.customName; } public void setCustomName(String customName){ this.customName = customName; } @Override public String getName(){ return this.hasCustomName() ? this.customName : "container.to_tile_entity"; } @Override public boolean hasCustomName(){ return this.customName != null && !this.customName.equals(""); } @Override public ITextComponent getDisplayName() { return null; } @Override //How many slots public int getSizeInventory(){ return 9; } @Override public ItemStack getStackInSlot(int index) { if (index < 0 || index >= this.getSizeInventory()) return null; return this.inventory[index]; } @Override public ItemStack decrStackSize(int index, int count) { if (this.getStackInSlot(index) != null) { ItemStack itemstack; if (this.getStackInSlot(index).stackSize <= count) { itemstack = this.getStackInSlot(index); this.setInventorySlotContents(index, null); this.markDirty(); return itemstack; } else { itemstack = this.getStackInSlot(index).splitStack(count); if (this.getStackInSlot(index).stackSize <= 0) { this.setInventorySlotContents(index, null); } else { //Just to show that changes happened this.setInventorySlotContents(index, this.getStackInSlot(index)); } this.markDirty(); return itemstack; } } else { return null; } } @Override public ItemStack removeStackFromSlot(int index) { return null; } //@Override public ItemStack getStackInSlotOnClosing(int index) { ItemStack stack = this.getStackInSlot(index); this.setInventorySlotContents(index, null); return stack; } @Override public void setInventorySlotContents(int index, ItemStack stack) { if (index < 0 || index >= this.getSizeInventory()) return; if (stack != null && stack.stackSize > this.getInventoryStackLimit()) stack.stackSize = this.getInventoryStackLimit(); if (stack != null && stack.stackSize == 0) stack = null; this.inventory[index] = stack; this.markDirty(); } @Override //Stack Limit per slot public int getInventoryStackLimit(){ return 64; } @Override public boolean isUseableByPlayer(EntityPlayer player) { return false; } //@Override public boolean isUsableByPlayer(EntityPlayer player){ return this.worldObj.getTileEntity(this.getPos()) == this && player.getDistanceSq(this.pos.add(0.5, 0.5, 0.5)) <= 64; } @Override public void openInventory(EntityPlayer player) { } @Override public void closeInventory(EntityPlayer player) { } @Override public boolean isItemValidForSlot(int index, ItemStack stack){ return true; } @Override public int getField(int id) { return 0; } @Override public void setField(int id, int value) { } @Override public int getFieldCount() { return 0; } @Override public void clear(){ for (int i = 0; i < this.getSizeInventory(); i++) this.setInventorySlotContents(i, null); } @Override public void writeToNBT(NBTTagCompound nbt) { super.writeToNBT(nbt); NBTTagList list = new NBTTagList(); for (int i = 0; i < this.getSizeInventory(); ++i) { if (this.getStackInSlot(i) != null) { NBTTagCompound stackTag = new NBTTagCompound(); stackTag.setByte("Slot", (byte) i); this.getStackInSlot(i).writeToNBT(stackTag); list.appendTag(stackTag); } nbt.setTag("Items", list); if (this.hasCustomName()) { nbt.setString("CustomName", this.getCustomName()); } } } @Override public void readFromNBT(NBTTagCompound nbt){ super.readFromNBT(nbt); NBTTagList list = nbt.getTagList("Items", 10); for (int i = 0; i < list.tagCount(); ++i) { NBTTagCompound stackTag = list.getCompoundTagAt(i); int slot = stackTag.getByte("Slot") & 255; this.setInventorySlotContents(slot, ItemStack.loadItemStackFromNBT(stackTag)); } if (nbt.hasKey("CustomName", ){ this.setCustomName(nbt.getString("CustomName")); } } //Implement ITickable for this to print /*@Override public void update(){ if (!this.worldObj.isRemote) System.out.println("TestBlock TileEntity"); }*/ }
  5. I want to make a recipe for a certain player like my self that I can craft a Dev item. like if playername = waffle then recipe is.....
  6. How can I give only me a Dev item. How can I call it so its only searching for my name and no one else unless specified.
  7. Is there any way to give my character a item when I'm in game? like if player .... then give item ....
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