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[SOLVED]tiny problem


ralphyrafa

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have a container which is like a chest but with a bit more inventory space when i save all the items in the chest the stay in them when reseting the game but the only problem is that 3 slots wont save anyone might know the reason

I like helping people because i was also in a same problem and i do not like unfinished work, so a thank you will be enough for the people im helping and a thank you to the people that helped me :)

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here is the container

package medieval.medievalitems.containers;

import medieval.medievalblocks.blocks.barrel.Barrel_Tile;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;

public class Barrel_Container extends Container
{
private IInventory bottombarrel;
private int numOfRows;



public Barrel_Container(EntityPlayer player, World world, int x, int y, int z)

{
Barrel_Tile bartile = (Barrel_Tile) world.getBlockTileEntity(x, y, z);

this.bottombarrel = bartile;
this.numOfRows = bartile.getSizeInventory() / 11;

bartile.openChest();

int i = (this.numOfRows - 4) *18;
int j;
int k;
int l = 6;
int m;
int n = 7;
int o;
int p;
int q;

//Chest inv middle
for(j = 0;  j < this.numOfRows; j++)
{
   for (k = 0; k < 7; k++)
   {
   this.addSlotToContainer(new Slot(bartile, k + j * 18, 44 + k * 18 - 8, 18 + j *18 + 41));
   }
}
//chest inv down
   for (m = 0; m < 5; m++)
   {
   this.addSlotToContainer(new Slot(bartile, m + l * 18, 44 + m * 18 + 10, 18 + l *18 + 23));
   }
//Chest invup
   for (o = 0; o < 5; o++)
   {
   this.addSlotToContainer(new Slot(bartile, o + n * 18, 44 + o * 18 + 10, 18 +n *18 - 103));
   }



   //Player inv
   for(j = 0;  j < 3; j++)
   {
      for (k = 0; k < 9; k++)
      {
   	   this.addSlotToContainer(new Slot(player.inventory , k + j * 9 + 9, 8 + k * 18 + 10, 108 + j *18 + i + 58));
      }
}
   
   
   //Player itembar
   for(j = 0;  j < 9; j++)
   {
     
   	   this.addSlotToContainer(new Slot(player.inventory , j, 8 + j * 18 + 10, 161 + i + 63));
   }
}


public boolean canInteractWith(EntityPlayer entityplayer) 
{
	return this.bottombarrel.isUseableByPlayer(entityplayer);
}

public ItemStack transferStackInSlot(EntityPlayer player, int index)
{
	ItemStack stack = null;
	Slot slot = (Slot) this.inventorySlots.get(index);
	if(slot!=null&&slot.getHasStack())
	{
		ItemStack slotstack = slot.getStack();
		stack = slotstack.copy();
		if(index<45)
		{
			if(!this.mergeItemStack(slotstack,45,this.inventorySlots.size(),true)) return null;
		}
		else if(!this.getSlot(0).isItemValid(slotstack)||!this.mergeItemStack(slotstack,0,45,true)) return null;
		if(slotstack.stackSize==0)
		{
			slot.putStack((ItemStack) null);
		}
		else
		{
			slot.onSlotChanged();
		}
		if(slotstack.stackSize==stack.stackSize) return null;
		slot.onPickupFromSlot(player,slotstack);
	}
	return stack;
}

@Override
public boolean mergeItemStack(ItemStack stack, int start, int end, boolean reverse){
	return super.mergeItemStack(stack,start,end,reverse);
}

/**
 * Does the same as mergeItemStack with the same args, except does not
 * actually merge— just returns the number of items that can be merged
 * (usually either stack.stackSize or 0, but can be in between)
 * @param stack
 * @param start
 * @param end
 * @param reverse
 * @return
 */
int dryMerge(ItemStack stack, int start, int end, boolean reverse)
{
	boolean flag1 = false;
	int i = start;
	if(reverse)
	{
		i = end-1;
	}
	int quantity = stack.stackSize;
	Slot slot;
	ItemStack slotstack;
	if(stack.isStackable())
	{
		while(stack.stackSize>0&&(!reverse&&i<end||reverse&&i>=start))
		{
			slot = this.getSlot(i);
			slotstack = slot.getStack();
			if(slotstack!=null&&slotstack.itemID==stack.itemID&&(!stack.getHasSubtypes()||stack.getItemDamage()==slotstack.getItemDamage())&&ItemStack.areItemStackTagsEqual(stack,slotstack))
			{
				int l = slotstack.stackSize+stack.stackSize;
				if(l<=stack.getMaxStackSize())
				{
					quantity -= slotstack.stackSize;
				}else if(slotstack.stackSize<stack.getMaxStackSize())
				{
					quantity -= (stack.getMaxStackSize() - slotstack.stackSize);
				}
			}
			if(reverse) --i;
			else ++i;
		}
	}
	if(stack.stackSize>0){
		if(reverse){
			i = end-1;
		}else{
			i = start;
		}
		while(!reverse&&i<end||reverse&&i>=start){
			slot = (Slot) this.inventorySlots.get(i);
			slotstack = slot.getStack();
			if(slotstack==null){
				quantity = 0;
				break;
			}
			if(reverse){
				--i;
			}else{
				++i;
			}
		}
	}
	return stack.stackSize-quantity;
}
}

 

here is the tile

package medieval.medievalblocks.blocks.barrel;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.ISidedInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.tileentity.TileEntity;

public final class Barrel_Tile extends TileEntity implements ISidedInventory
{

private ItemStack[] inventoryitems = new ItemStack[2240];
private String localizedName;
public int playersCurrentlyUsingChest;
private String stuffname;


public int getSizeInventory() 
{
	return 65;
}

 public ItemStack getStackInSlot(int slot) {
         return inventoryitems[slot];
}

@Override
public void setInventorySlotContents(int slot, ItemStack stack) {
         inventoryitems[slot] = stack;
         if (stack != null && stack.stackSize > getInventoryStackLimit()) {
                 stack.stackSize = getInventoryStackLimit();
         }               
}

@Override
public ItemStack decrStackSize(int slot, int amt) {
         ItemStack stack = getStackInSlot(slot);
         if (stack != null) {
                 if (stack.stackSize <= amt) {
                         setInventorySlotContents(slot, null);
                 } else {
                         stack = stack.splitStack(amt);
                         if (stack.stackSize == 0) {
                                 setInventorySlotContents(slot, null);
                         }
                 }
         }
         return stack;
}

@Override
public ItemStack getStackInSlotOnClosing(int slot) {
         ItemStack stack = getStackInSlot(slot);
         if (stack != null) {
                 setInventorySlotContents(slot, null);
         }
         return stack;
}


@Override
public boolean isUseableByPlayer(EntityPlayer player) {
         return worldObj.getBlockTileEntity(xCoord, yCoord, zCoord) == this &&
         player.getDistanceSq(xCoord + 0.5, yCoord + 0.5, zCoord + 0.5) < 64;
}

@Override
public void readFromNBT(NBTTagCompound tagCompound) {
         super.readFromNBT(tagCompound);
         
         NBTTagList tagList = tagCompound.getTagList("Inventory");
         for (int i = 0; i < tagList.tagCount(); i++) {
                 NBTTagCompound tag = (NBTTagCompound) tagList.tagAt(i);
                 byte slot = tag.getByte("Slot");
                 if (slot >= 0 && slot < inventoryitems.length) {
                         inventoryitems[slot] = ItemStack.loadItemStackFromNBT(tag);
                 }
         }
}

@Override
public void writeToNBT(NBTTagCompound tagCompound) {
         super.writeToNBT(tagCompound);
                         
         NBTTagList itemList = new NBTTagList();
         for (int i = 0; i < inventoryitems.length; i++) {
                 ItemStack stack = inventoryitems[i];
                 if (stack != null) {
                         NBTTagCompound tag = new NBTTagCompound();
                         tag.setByte("Slot", (byte) i);
                         stack.writeToNBT(tag);
                         itemList.appendTag(tag);
                 }
         }
         tagCompound.setTag("Inventory", itemList);
}


public String getInvName() {
	return this.isInvNameLocalized() ? this.localizedName : "medieval.container.barrel";
}


public boolean isInvNameLocalized() {
	return this.localizedName != null && this.localizedName.length() > 0;
}

/**
 * Setting the localizedName Variable
 * @param localizedName
 */
public void func_94043_a(String par1Str)
{
this.localizedName = par1Str;
}


public int getInventoryStackLimit() 
{
	return 64;
}


@Override
public void openChest() {
//TODO

}

@Override
public void closeChest() {
	// TODO Auto-generated method stub

}


public boolean isItemValidForSlot(int i, ItemStack itemstack) 
{
	return true;
}

@Override
public int[] getAccessibleSlotsFromSide(int var1) {
	// TODO Auto-generated method stub
	return null;
}


public boolean canInsertItem(int i, ItemStack itemstack, int j) {
	return true;
}


public boolean canExtractItem(int i, ItemStack itemstack, int j) {
	return true;
}

}

I like helping people because i was also in a same problem and i do not like unfinished work, so a thank you will be enough for the people im helping and a thank you to the people that helped me :)

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and like i said all the slots work exept  on barrel_container //Chest inv up  last 3

 

 

I like helping people because i was also in a same problem and i do not like unfinished work, so a thank you will be enough for the people im helping and a thank you to the people that helped me :)

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I'm not really sure this has something to to with your saving problem, but 2240 ItemStacks??!

private ItemStack[] inventoryitems = new ItemStack[2240];

Also I'm noticing that you're telling ISidedInventory that you're only holding 65 stacks?

public int getSizeInventory() 
{
	return 65;
}

Apart from that I can't see anything strange...

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

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here is the container

this.numOfRows = bartile.getSizeInventory() / 11;

 

here is the tile

public final class Barrel_Tile extends TileEntity implements ISidedInventory
{
private ItemStack[] inventoryitems = new ItemStack[2240];

public int getSizeInventory() 
{
	return 65;
}
}

I don't think 65 can be properly divided by 11.

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nevermind i fixed it:D it was a simple problem and it was that the number of rows was determined by multiplying the numofrows :)

I like helping people because i was also in a same problem and i do not like unfinished work, so a thank you will be enough for the people im helping and a thank you to the people that helped me :)

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