Myxtro Posted September 6, 2022 Posted September 6, 2022 I'm making an incubator block in which you can put eggs which will then result in hatched eggs after some time. The block entity has 4 slots. Each slot should be able to make it's own progress independently of other slots. When you put an egg in slot 1, the progress of slot 1 should go up over time. I have the issue where the progress of slots 2 to 4 doesn't go up unless there's eggs in the slots that come before it. For example, slot 2's progress is stuck on 1 if there's no egg in slot 1. As soon as you put an egg in slot 1, the progress of both slots goes up. Here's the code inside the tick method: public static void tick(Level pLevel, BlockPos pPos, BlockState pState, IncubatorBlockEntity pBlockEntity) { if(!pLevel.isClientSide) { // Slot 1 if (hasRecipe(pBlockEntity, 0)) { // 0 references slot 1 which has index 0 pBlockEntity.slot1Progress++; setChanged(pLevel, pPos, pState); //System.out.println("Slot 1 progress: " + pBlockEntity.slot1Progress); if (pBlockEntity.slot1Progress > pBlockEntity.maxProgress) { craftItem(pBlockEntity, 0); // 0 references slot 1 which has index 0 pBlockEntity.resetProgress(0); // 0 references slot 1 which has index 0 setChanged(pLevel, pPos, pState); } } else { pBlockEntity.resetProgress(0); // 0 references slot 1 which has index 0 setChanged(pLevel, pPos, pState); } // Slot 2 if (hasRecipe(pBlockEntity, 1)) { // 1 references slot 2 which has index 1 pBlockEntity.slot2Progress++; setChanged(pLevel, pPos, pState); //System.out.println("Slot 2 progress: " + pBlockEntity.slot2Progress); if (pBlockEntity.slot2Progress > pBlockEntity.maxProgress) { craftItem(pBlockEntity, 1); // 1 references slot 2 which has index 1 pBlockEntity.resetProgress(1); // 1 references slot 2 which has index 1 setChanged(pLevel, pPos, pState); } } else { pBlockEntity.resetProgress(1); // 1 references slot 2 which has index 1 setChanged(pLevel, pPos, pState); } // Slot 3 and 4 The constructor with the containerData is as follows: public IncubatorBlockEntity(BlockPos pWorldPosition, BlockState pBlockState) { super(ModBlockEntities.INCUBATOR_BLOCK_ENTITY.get(), pWorldPosition, pBlockState); this.data = new ContainerData() { @Override public int get(int index) { return switch (index) { case 0 -> IncubatorBlockEntity.this.slot1Progress; case 1 -> IncubatorBlockEntity.this.slot2Progress; case 2 -> IncubatorBlockEntity.this.slot3Progress; case 3 -> IncubatorBlockEntity.this.slot4Progress; case 4 -> IncubatorBlockEntity.this.maxProgress; default -> 0; }; } @Override public void set(int index, int value) { switch (index) { case 0 -> IncubatorBlockEntity.this.slot1Progress = value; case 1 -> IncubatorBlockEntity.this.slot2Progress = value; case 2 -> IncubatorBlockEntity.this.slot3Progress = value; case 3 -> IncubatorBlockEntity.this.slot4Progress = value; case 4 -> IncubatorBlockEntity.this.maxProgress = value; } } @Override public int getCount() { return 5; } }; } The hasRecipe method simply returns a boolean to tell whether it contains an egg. I'm certain this method doesn't cause issues. I have determined that the resetProgress method doesn't get called at unintended times either. So what could be the problem? Quote
ChampionAsh5357 Posted September 8, 2022 Posted September 8, 2022 How are you verifying this claim? I assume you're looking at some GUI. If so, can you please provide the code for the menu and screen? I imagine the issue lies there. If not, you need to provide the entire block entity class. Quote
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