Posted August 1, 201312 yr 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
August 1, 201312 yr NBT methods are not properly set up for all the slots? Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.
August 1, 201312 yr Author 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
August 1, 201312 yr Author 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
August 1, 201312 yr 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.
August 1, 201312 yr actually its possible to make stack of 100+ item, but i dont know if its causing a problem with ISidedInventory, im jsut saying in general, you can how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 1, 201312 yr 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.
August 1, 201312 yr well then OP will have to reinvent math in order to make his mod work how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 1, 201312 yr Author fixed the values but its still happening 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
August 1, 201312 yr Author can anyone tell me 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
August 1, 201312 yr Author 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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