Posted February 3, 201411 yr I've implemented a command in my mod that lets the user move all of the blocks in a selected volume (represented as a cuboid). If the volume contains a chest, I correctly save the chests contents, but when the chest is moved, the contents spill out into the world (as if the user had destroyed the chest), and the chest is moved and still has its contents. I'm wondering if there's a way to inhibit the contents spilling behavior. My mod currently runs in 1.5.2, 1.6.4, and 1.7.2 (hooray for git cherry-pick). I'm primarily looking for a solution for 1.7.2, but anything that works across all versions would be great too.
February 3, 201411 yr Read the chest, go "oh, a chest," read the chest contents, destroy the chest contents, continue as you're already doing. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
February 4, 201411 yr Author Thanks, that worked. Here's what I ended up doing: if (tileEntity != null && tileEntity instanceof IInventory) { IInventory inventory = (IInventory)tileEntity; int count = inventory.getSizeInventory(); for (int i = 0; i < count; ++i) { ItemStack itemStack = inventory.getStackInSlot(i); if (itemStack != null) { inventory.decrStackSize(i, itemStack.stackSize); } } } I do this AFTER serializing all the TileEntity objects I find, but before destroying the objects containing them.
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