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Munku

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  1. Thank you! The ForgeRegistries.ITEMS was exactly what I needed!
  2. So, let's say I have a machine that should make "somemod:anitem" in the output slot...how do I instantiate that item?
  3. Hi everyone. I'm having some difficulty with Inventory management for machines. Basically, it started out as pipes pulling from both the "input" and "output" slots, so I extended ItemStackHandler to this: Now, it works in that pipes can no longer take the input, but a new problem has occurred within the GUI container: I can no longer take the input item out by dragging it! public class InventoryHandlerEx extends ItemStackHandler { SlotInfo[] slotInformation; public InventoryHandlerEx() { super(1); slotInformation = new SlotInfo[1]; } public InventoryHandlerEx(int size) { super(size); slotInformation = new SlotInfo[size]; } @Override @Nonnull public ItemStack insertItem(int slot, @Nonnull ItemStack stack, boolean simulate) { if (!canInsert(slot)) return stack; return super.insertItem(slot,stack,simulate); } @Override @Nonnull public ItemStack extractItem(int slot, int amount, boolean simulate) { if (slot == 0) return ItemStack.EMPTY; if (!canExtract(slot)) return ItemStack.EMPTY; return super.extractItem(slot,amount,simulate); } public boolean canInsert(int slot) { return slotInformation[slot].insert == true ? true : false; } public boolean canExtract(int slot) { return slotInformation[slot].extract == true ? true : false; } public void setSlotInformation(int slot, SlotInfo info) { slotInformation[slot] = info; } Container Code: public class ContainerTest<T extends BaseTile> extends Container { private T te; private IInventory pi; private int[] cachedFields; public ContainerTest(IInventory playerInventory, T te) { this.te = te; this.pi = playerInventory; addPlayerSlots(playerInventory); addOwnSlots(); } private void addPlayerSlots(IInventory playerInventory) { // Slots for the main inventory for (int row = 0; row < 3; ++row) { for (int col = 0; col < 9; ++col) { int x = 8 + col * 18; int y = row * 18 + 84; this.addSlotToContainer(new Slot(playerInventory, col + row * 9 + 10, x, y)); } } // Slots for the hotbar for (int row = 0; row < 9; ++row) { int x = 8 + row * 18; int y = 72 + 70; this.addSlotToContainer(new Slot(playerInventory, row, x, y)); } } private void addOwnSlots() { //((T)this.te). InventoryHandlerEx itemHandler = (InventoryHandlerEx)this.te.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null); //IItemHandler itemHandler = this.te.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null); int x = 80; int y = 12; addSlotToContainer(new SlotItemHandler(itemHandler,0,80,12)); addSlotToContainer(new SlotOutput(itemHandler,1,80,58)); /* // Add our own slots int slotIndex = 0; for (int i = 0; i < itemHandler.getSlots(); i++) { addSlotToContainer(new SlotItemHandler(itemHandler, slotIndex, x, y)); slotIndex++; //x += 18; y += 46; } */ } @Override public ItemStack transferStackInSlot(EntityPlayer player, int index) { ItemStack itemstack = ItemStack.EMPTY; Slot slot = inventorySlots.get(index); if (slot != null && slot.getHasStack()) { ItemStack itemstack1 = slot.getStack(); itemstack = itemstack1.copy(); int containerSlots = inventorySlots.size() - player.inventory.mainInventory.size(); if (index < containerSlots) { if (!this.mergeItemStack(itemstack1, containerSlots, inventorySlots.size(), true)) { return ItemStack.EMPTY; } } else if (!this.mergeItemStack(itemstack1, 0, containerSlots, false)) { return ItemStack.EMPTY; } if (itemstack1.getCount() == 0) { slot.putStack(ItemStack.EMPTY); } else { slot.onSlotChanged(); } if (itemstack1.getCount() == itemstack.getCount()) { return ItemStack.EMPTY; } slot.onTake(player, itemstack1); } return itemstack; } @Override public void detectAndSendChanges() { super.detectAndSendChanges(); boolean allFieldsHaveChanged = false; boolean[] fieldHasChanged = new boolean[te.getFieldCount()]; if (cachedFields == null) { allFieldsHaveChanged = true; cachedFields = new int[te.getFieldCount()]; } for (int i = 0;i < cachedFields.length;i++) { if (allFieldsHaveChanged || cachedFields[i] != te.getField(i)) { cachedFields[i] = te.getField(i); fieldHasChanged[i] = true; } } for (IContainerListener temp : listeners) { for (int fID = 0; fID < te.getFieldCount();fID++) { if (fieldHasChanged[fID]) { temp.sendWindowProperty(this,fID,cachedFields[fID]); } } } } @SideOnly(Side.CLIENT) @Override public void updateProgressBar(int id, int data) { te.setField(id, data); } @Override public boolean canInteractWith(EntityPlayer playerIn) { return true;//te.canInteractWith(playerIn); } How would I go about letting (only) the GUI be able to click/shift-click/drag the input items out?
  4. Never mind guys, found the problem! I was using markDirty(), but not worldobj.notifyBlockUpdate()
  5. Hi, new to Minecraft modding and am a little confused. I am using the power capability and am trying to sync it to the client. The question I have is this: do I do it with NBT, or do I need to make a packet specifically for that?

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