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[1.18.2] items changed by a button component revert when interacted with


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I am attempting to make a belt sander that when you click on the central button it creates the respective output defined by recipe jsons. It almost works however when i try to take the items from the result slots they disappear and when i take from either of the input slots i get the item i put in and not what it says is there. What did i do wrong?

sandItems method

   public void sandItems() {
      LOGGER.info(hasRecipe(this)?"Sanding!":"Sanding failed :(");
      if (hasRecipe(this)) {
         ItemStack stack = this.inputSlot.getItem(0);
         boolean flag = !this.bookSlot.isEmpty() && stack.isEnchanted();
         SandingRecipe recipe = getRecipe(this);
         for (ItemStack item: recipe.rollResults()) {
         if(flag) {
            ItemStack stack0 = this.bookSlot.getItem(0);
            if(!stack.is(Items.ENCHANTED_BOOK)) {
               stack0 = Items.ENCHANTED_BOOK.getDefaultInstance().copy();

button class

package com.freyebeans.mgdim.inventory;

import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.PoseStack;
import net.minecraft.client.gui.components.AbstractButton;
import net.minecraft.client.gui.components.Button;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.network.chat.Component;
import net.minecraft.network.chat.TranslatableComponent;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;

import java.util.function.Consumer;

public class SandButton extends AbstractButton {

    private final ResourceLocation resourceLocation;
    private final BeltSanderMenu menu;
    private final BeltSanderScreen screen;

    private int leftPos;
    private int imageHeight;
    private int imageWidth;

    public SandButton(BeltSanderScreen screen, BeltSanderMenu menu, int imgh, int imgw, int lpos, ResourceLocation rl){
        super(lpos + 73,((screen.height - imgh) / 2) + 15,30,63, new TranslatableComponent("container.sander.sand"));
        this.menu = menu;
        this.screen = screen;
        this.resourceLocation = rl;
        leftPos = lpos;
        imageHeight = imgh;
        imageWidth = imgw;

    public void screenSync(int imgh, int imgw, int lpos){
        leftPos = lpos;
        imageHeight = imgh;
        imageWidth = imgw;
        this.x = lpos + 73;
        this.y = ((screen.height - imgh) / 2) + 15;

    public void renderButton(PoseStack p_94282_, int p_94283_, int p_94284_, float p_94285_){
        RenderSystem.setShaderTexture(0, this.resourceLocation);

        int i = this.leftPos;
        int j = (screen.height - this.imageHeight) / 2;
        int k = 60;
        if (!menu.inputSlot.getItem(0).isEmpty()) {
            k -= this.isHoveredOrFocused() ? 30 : 60;

        this.blit(p_94282_, i + 73, j + 15, k, this.imageHeight, 30, 63);


    public void onPress() {

    public void updateNarration(NarrationElementOutput p_169152_) {



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first issue (not a cause of you problem but i can't ignore it) - buttons should not know about outside logic. they should fire a click event or toggle (change state) event and that's it. screen should provide handler for the button click event then it (screen) creates a button.

menu classes are... problematic. at first at least. the thing is you have TWO instances of menu class living at the same time. some parts execute on client, some parts on server. for example slot contents change happens on server and that (and there) is usually where you do your crafting. if the crafting is triggered by a button, you send a client-to-server message that the button is pressed. and only that - only the button identifier (of there are more buttons); message is to contain no information about slots etc. message handler receives the message, it gets the server player corresponding to client player that sent the message, gets the menu opened for that player, casts to your menu and calls some method.

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On 6/28/2023 at 11:33 PM, MFMods said:

if the crafting is triggered by a button, you send a client-to-server message that the button is pressed. and only that - only the button identifier (of there are more buttons); message is to contain no information about slots etc.

what do you mean by message?

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