Posted December 29, 201311 yr A. Do not, I repeat, DO NOT, post saying your having the same issue, cause it helps none B. When I use setInventorySlotContents in my tile entity, it sets the item, but when I take it out, it resets. Help? setInventorySlotContents: @Override public void setInventorySlotContents(int slot, ItemStack itemstack) { inv[slot] = itemstack; if(itemstack != null && itemstack.stackSize > getInventoryStackLimit()) { itemstack.stackSize = getInventoryStackLimit(); } } [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
December 29, 201311 yr Author How do I fix this? I have no clue. In my other mod in the same workspace it works fine. Do I need to mark the block for update? [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
December 30, 201311 yr If it is indeed a sync issue, you need to use packets. http://www.minecraftforge.net/wiki/Packet_Handling
December 31, 201311 yr Author https://github.com/KeeganDeathman/LabStuff Theres the github if you need it. ANd I know about packets, I use it to send and recieve a string from my Gui to my tile entity. So how will a packet help. [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
December 31, 201311 yr Author Okay, I have added it in so the gui opens on the server first and then subsequently the client as the server forces it too, and I shall try the same trick with the drawCircuit's code (check the github) [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
January 2, 201411 yr Author Im not, am I? I think I had this problem before. Hmm. Ill search my Gui real quick for 'slot' 'ItemStack', stuff like that. Oh, didnt notice that. Kay, that part is all fixed. Now to find out about how to use the netty system so I can convert my packet systems [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
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