Posted February 17, 20232 yr I want to write a mod with pedestals, I know nothing new but I need them. I wrote a method that gets the first item out of the inventory. If I use it on my use method in the Block Class everything works but if i call the same method from my renderer class it just get air. The code that gets the item: private final ItemStackHandler inventory = new ItemStackHandler(1); private final LazyOptional<IItemHandler> optional = LazyOptional.of(() -> this.inventory); public ItemStack getDisplayItem(Boolean simulate) { IItemHandler h = optional.orElse(null); ItemStack returner = h.extractItem(0,1,simulate); if(!simulate) update(); //System.out.println(""+returner); return returner; } the debug print shows that the returner is air when in rendering and the real item in other classes.
February 17, 20232 yr Which class is this in? I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?
February 17, 20232 yr Author 34 minutes ago, Hipposgrumm said: Which class is this in? This is in the BlockEntity Class Edited February 17, 20232 yr by Cron3x
February 17, 20232 yr Can you show me the full container and blockentity classes? I haven't worked with this very much/at all but since I am working on a mod that requires a custom recipe slot things, I might be able to help. I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?
February 17, 20232 yr Author 9 minutes ago, Hipposgrumm said: Can you show me the full container and blockentity classes? I haven't worked with this very much/at all but since I am working on a mod that requires a custom recipe slot things, I might be able to help. I don't have a seperate container class, maybe thats the Problem? public class PedestalBlockEntity extends BlockEntity { private final ItemStackHandler inventory = new ItemStackHandler(1); private final LazyOptional<IItemHandler> optional = LazyOptional.of(() -> this.inventory); public PedestalBlockEntity(BlockPos pos, BlockState state) { super(BlockEntityRegister.PEDESTAL.get(), pos, state); } @Override public void load(CompoundTag nbt) { super.load(nbt); this.inventory.deserializeNBT(nbt.getCompound("Inventory")); System.out.println("load: " + nbt.getCompound("Inventory")); } @Override public void saveAdditional(@NotNull CompoundTag nbt) { super.saveAdditional(nbt); nbt.put("Inventory", this.inventory.serializeNBT()); System.out.println("saveAdditional: " + this.inventory.serializeNBT()); } @Override public @NotNull <T> LazyOptional<T> getCapability(@NotNull Capability<T> cap) { return cap == ForgeCapabilities.ITEM_HANDLER ? this.optional.cast() : super.getCapability(cap, null); } @Override public void invalidateCaps() { this.optional.invalidate(); } public ItemStackHandler getInventory() { return inventory; } public ItemStack addItem(ItemStack itemStack, Boolean simulate){ IItemHandler h = optional.orElse(null); ItemStack returner = h.insertItem(0,itemStack.copy(), simulate); if(!simulate) update(); return returner; } public ItemStack getDisplayItem(Boolean simulate) { IItemHandler h = optional.orElse(null); ItemStack returner = h.extractItem(0,1,simulate); if(!simulate) update(); //System.out.println(""+returner); return returner; } public void update() { BlockState state = level.getBlockState(this.worldPosition); this.level.sendBlockUpdated(this.worldPosition, state, state, 3); this.setChanged(); } } Do You want the render class too? Edited February 17, 20232 yr by Cron3x wrong class
February 17, 20232 yr You probably should handle it with a container. Especially since a pedestal will typically hold things and probably won't have a gui associated with it. However, if you do have a gui associated, you can pull from that, but you will need a container to prevent overlap (like chest and brewing stand). I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?
February 17, 20232 yr Author 1 minute ago, Hipposgrumm said: You probably should handle it with a container. Especially since a pedestal will typically hold things and probably won't have a gui associated with it. However, if you do have a gui associated, you can pull from that, but you will need a container to prevent overlap (like chest and brewing stand). Ok, Thank you. I will try to make it with a container. I thought containers where only needed if you use a GUI.
February 17, 20232 yr Author If enyone has the same problem, here is my solution: You have to sync the client and server by overwriting this 4 methods: onDataPacket, the handleUpdateTag, getUpdatePacket, getUpdateTag. I also copied these methods, so credits to https://github.com/Mowmaster/ For me the methods are: Spoiler @Override public CompoundTag getUpdateTag() { System.out.println("getUpdateTag"); return save(new CompoundTag()); } @Nullable @Override public ClientboundBlockEntityDataPacket getUpdatePacket() { return ClientboundBlockEntityDataPacket.create(this); } @Override public void onDataPacket(Connection net, ClientboundBlockEntityDataPacket pkt) { super.onDataPacket(net,pkt); BlockState state = this.level.getBlockState(this.worldPosition); this.handleUpdateTag(pkt.getTag()); this.level.sendBlockUpdated(this.worldPosition, state, state, 3); } @Override public void handleUpdateTag(CompoundTag tag) { this.load(tag); } Source: https://github.com/Mowmaster/Pedestals/blob/1.19-Forge/src/main/java/com/mowmaster/pedestals/blocks/Pedestal/BasePedestalBlockEntity.java (slightly modified) The save Method is just a helper Method and is used in the saveAdditional too, it contains all things you want to save, e.g. nbt.put("Inventory", this.inventory.serializeNBT()); Edited February 17, 20232 yr by Cron3x
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