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(1.16.5 MCP) my tileentity cant load the items when i exit


ElTotisPro50

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i had this problem since 3 months but i tried to look minecraft classes and other mods but i didnt success, my tileentity works fine about everything except loading and saving the items when I exit the game or even only the world, im using exactly the same methods that the chest have(read and write) but is not working

MY TILE ENTITY ONLY HAS 1 SLOT

private NonNullList<ItemStack> items = NonNullList.withSize(1,ItemStack.EMPTY);
  
   @Override
    public void read(BlockState state, CompoundNBT nbt) {
        super.read(state, nbt);
        this.items = NonNullList.withSize(this.getSizeInventory(),ItemStack.EMPTY);
        if(!this.checkLootAndRead(nbt))
        {
            ItemStackHelper.loadAllItems(nbt,this.items);
        }
    }

    @Override
    public CompoundNBT write(CompoundNBT compound) {
        super.write(compound);
        if(!this.checkLootAndWrite(compound))
        {
            ItemStackHelper.saveAllItems(compound,this.items);
        }
        return compound;
    }

 

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1 hour ago, diesieben07 said:

Are the methods called? Check using the debugger.

Post the entire class please.

public class MyTileentity extends LockableLootTileEntity {
    private final ItemStackHandler itemHandler = createHandler();
    private NonNullList<ItemStack> items = NonNullList.withSize(1,ItemStack.EMPTY);
    private final LazyOptional<IItemHandler> handler = LazyOptional.of(() -> itemHandler);

    public PipeTile(TileEntityType<?> tileEntityTypeIn) {
        super(tileEntityTypeIn);
    }

    @Override
    protected NonNullList<ItemStack> getItems() {
        return this.items;
    }

    @Override
    protected void setItems(NonNullList<ItemStack> itemsIn) {
        this.items = itemsIn;
    }

    public PipeTile() {
        this(ModTileEntities.MY_TILEENTITY.get());
    }

    @Override
    public void read(BlockState state, CompoundNBT nbt) {
        super.read(state, nbt);
        this.items = NonNullList.withSize(this.getSizeInventory(),ItemStack.EMPTY);
        if(!this.checkLootAndRead(nbt))
        {
            ItemStackHelper.loadAllItems(nbt,this.items);
        }
    }

    @Override
    public CompoundNBT write(CompoundNBT compound) {
        super.write(compound);
        if(!this.checkLootAndWrite(compound))
        {
            ItemStackHelper.saveAllItems(compound,this.items);
        }
        return compound;
    }

    @Override
    protected ITextComponent getDefaultName() {
        return null;
    }

    @Override
    protected Container createMenu(int id, PlayerInventory player) {
        return null;
    }

    private ItemStackHandler createHandler() {
        return new ItemStackHandler(2) {
            @Override
            protected void onContentsChanged(int slot) {
                markDirty();
            }

            @Override
            public int getSlotLimit(int slot) {
                return 1;
            }

            @Nonnull
            @Override
            public ItemStack insertItem(int slot, @Nonnull ItemStack stack, boolean simulate) {
                if(!isItemValid(slot, stack)) {
                    return stack;
                }

                return super.insertItem(slot, stack, simulate);
            }
        };
    }

    public ItemStack getItemSlot0()
    {
        return this.itemHandler.getStackInSlot(0);
    }

    @Nonnull
    @Override
    public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {
        if(cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
            return handler.cast();
        }
        return super.getCapability(cap, side);
    }

    @Override
    public int getSizeInventory() {
        return 1;
    }
}

well yeah those methods are called

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Do not use both IItemHandler and IInventory. Pick one or the other.

Note that if you choose to use IInventory you must still expose an IItemHandler via getCapability if you want your TE to interact with automation such as hoppers. LockableLootTileEntity does this automatically, so you don't need it if you use it as your parent class.

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59 minutes ago, diesieben07 said:

Do not use both IItemHandler and IInventory. Pick one or the other.

Note that if you choose to use IInventory you must still expose an IItemHandler via getCapability if you want your TE to interact with automation such as hoppers. LockableLootTileEntity does this automatically, so you don't need it if you use it as your parent class.

what? im not using IInventory

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1 hour ago, diesieben07 said:

LockableLootTileEntity extends LockableTileEntity which implements IInventory.

instead of private final LazyOptional<IItemHandler> handler = LazyOptional.of(() -> itemHandler); i used private net.minecraftforge.common.util.LazyOptional<net.minecraftforge.items.IItemHandlerModifiable> handler; (because i need a handler) im not using anymore IItemHandler because im using IInventory but is not working either

Edited by ElTotisPro50
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4 hours ago, diesieben07 said:

Show updated code.

public class MyTile extends LockableLootTileEntity {
    private final ItemStackHandler itemHandler = createHandler();
    private NonNullList<ItemStack> items = NonNullList.withSize(1,ItemStack.EMPTY);
    private net.minecraftforge.common.util.LazyOptional<net.minecraftforge.items.IItemHandlerModifiable> handler;

    public MyTile(TileEntityType<?> tileEntityTypeIn) {
        super(tileEntityTypeIn);
    }

    @Override
    protected NonNullList<ItemStack> getItems() {
        return this.items;
    }

    @Override
    protected void setItems(NonNullList<ItemStack> itemsIn) {
        this.items = itemsIn;
    }

    public PipeTile() {
        this(ModTileEntities.MY_TILE.get());
    }

    @Override
    public void read(BlockState state, CompoundNBT nbt) {
        super.read(state, nbt);
        this.items = NonNullList.withSize(this.getSizeInventory(),ItemStack.EMPTY);
        if(!this.checkLootAndRead(nbt))
        {
            ItemStackHelper.loadAllItems(nbt,this.items);
        }
    }

    @Override
    public CompoundNBT write(CompoundNBT compound) {
        super.write(compound);
        if(!this.checkLootAndWrite(compound))
        {
            ItemStackHelper.saveAllItems(compound,this.items);
        }
        return compound;
    }

    @Override
    protected ITextComponent getDefaultName() {
        return null;
    }

    @Override
    protected Container createMenu(int id, PlayerInventory player) {
        return null;
    }

    private ItemStackHandler createHandler() {
        return new ItemStackHandler(2) {
            @Override
            protected void onContentsChanged(int slot) {
                markDirty();
            }

            @Override
            public int getSlotLimit(int slot) {
                return 1;
            }

            @Nonnull
            @Override
            public ItemStack insertItem(int slot, @Nonnull ItemStack stack, boolean simulate) {
                if(!isItemValid(slot, stack)) {
                    return stack;
                }

                return super.insertItem(slot, stack, simulate);
            }
        };
    }

    public ItemStack getItemSlot0()
    {
        return this.itemHandler.getStackInSlot(0);
    }

    @Nonnull
    @Override
    public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {
        if(cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
            return handler.cast();
        }
        return super.getCapability(cap, side);
    }

    @Override
    public int getSizeInventory() {
        return 1;
    }
}

besides(from what you are helping me)...

for what is the number you put in create handler where you return a new ItemStackHandler(HERE I USED 2 AND WORKS BUT FOR WHAT IS THIS NUMBER)

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1 hour ago, diesieben07 said:

You still have both IInventory (through LockableLootTileEntity) and an ItemStackHandler. You have two inventories. Pick one.

but how i remove ItemStackHandler if i need it for getCapability(you return handler.cast()) or i just return the super that comes with getCapability() ?

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14 hours ago, diesieben07 said:

Note that if you choose to use IInventory you must still expose an IItemHandler via getCapability if you want your TE to interact with automation such as hoppers. LockableLootTileEntity does this automatically, so you don't need it if you use it as your parent class.

 

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2 hours ago, diesieben07 said:

 

i deleted: private final ItemStackHandler itemHandler = createHandler();  ,but with that i can get and set items from the slots, without it how would i do that

 

for example:

public ItemStack getItemSlot0()
    {
        return this.itemHandler.getStackInSlot(0); //without itemhandler how i do this
    }

 

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1 hour ago, diesieben07 said:

Use the methods from IInventory that your TE inherits.

i cant run minecraft right now, but this will work?

public class MyTile extends LockableLootTileEntity {
    private NonNullList<ItemStack> items = NonNullList.withSize(1,ItemStack.EMPTY);
    //private net.minecraftforge.common.util.LazyOptional<net.minecraftforge.items.IItemHandlerModifiable> handler; not using this

    public MyTile(TileEntityType<?> tileEntityTypeIn) {
        super(tileEntityTypeIn);
    }

    @Override
    protected NonNullList<ItemStack> getItems() {
        return this.items;
    }

    @Override
    protected void setItems(NonNullList<ItemStack> itemsIn) {
        this.items = itemsIn;
    }

    public PipeTile() {
        this(ModTileEntities.MY_TILE.get());
    }

    @Override
    public void read(BlockState state, CompoundNBT nbt) {
        super.read(state, nbt);
        this.items = NonNullList.withSize(this.getSizeInventory(),ItemStack.EMPTY);
        if(!this.checkLootAndRead(nbt))
        {
            ItemStackHelper.loadAllItems(nbt,this.items);
        }
    }

    @Override
    public CompoundNBT write(CompoundNBT compound) {
        super.write(compound);
        if(!this.checkLootAndWrite(compound))
        {
            ItemStackHelper.saveAllItems(compound,this.items);
        }
        return compound;
    }

    @Override
    protected ITextComponent getDefaultName() {
        return null;
    }

    @Override
    protected Container createMenu(int id, PlayerInventory player) {
        return null;
    }

    private ItemStackHandler createHandler() {
        return new ItemStackHandler(2) {
            @Override
            protected void onContentsChanged(int slot) {
                markDirty();
            }

            @Override
            public int getSlotLimit(int slot) {
                return 1;
            }

            @Nonnull
            @Override
            public ItemStack insertItem(int slot, @Nonnull ItemStack stack, boolean simulate) {
                if(!isItemValid(slot, stack)) {
                    return stack;
                }

                return super.insertItem(slot, stack, simulate);
            }
        };
    }

    public ItemStack getItemSlot0()
    {
        return this.getStackInSlot(0);
    }

    @Override
    public int getSizeInventory() {
        return 1;
    }
}

 

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1 hour ago, ElTotisPro50 said:

i cant run minecraft right now

error? if yes post it.

1 hour ago, ElTotisPro50 said:

but this will work?

1 hour ago, ElTotisPro50 said:
    @Override
    protected ITextComponent getDefaultName() {
        return null;
    }

    @Override
    protected Container createMenu(int id, PlayerInventory player) {
        return null;
    }

you can not retrun null there

Edited by Luis_ST
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3 hours ago, Luis_ST said:

error? if yes post it.

you can not retrun null there

i cant run minecraft for something mine not because an error, and in getDefaultName() the return null doesnt give me an error, my gui doesnt open but has a slot and a gui(i know is weird but i have my reasons)

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