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Posted

So i have one gui and it opens fine so i try to add another one and i add it to my guihandler.  Everytime i click on the new block with the gui Minecraft says "Connection lost.  A fetal error has occured the connection is terminated" It does not crash.  The first gui i added works fine still

 

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Posted

I did that because the colen between mainRegistry and the GUI name.  It shows a yellow line underneath instead of red and it said to do that. If I change the colen on a dot it gives me an error saying : expected.

Posted

Then why do it?

 

mainRegistry:guiIDgrinder

 

What is this suppose to be? The ID of the block/item?

Come on dude, you should know that IDs were removed in 1.7 and uses the Block/Item object itself.

Also, never use @SupressWarnings("unused") or other things that you have NO IDEA does.

 

Another thing is to use context clues ("unused") = not being used.

So why do you think it says "Connection lost?"

 

If you give me more information of what you are trying to do with your switches, then I'll gladly help you out :D

Posted

No I'm not that much of a noob I know ids were removed.  In my mine class I have two variables in my mine class name:

Public static final GUIidsaltfurnace =0;

Public static final GUIidgrinder =1;

 

What info/ class would you like to help me figure out the list connection?

Posted

You dont need 2 switches.  Your client gui does not match your server gui.  Server Gui = Containers.  Client Guis = Guis.  You need to change your server Gui to switch(Id), and put 2 cases, 1 for your first gui.  2 for your second.

Posted

Use a debugger and put a break point on getServerGuiElement and getClientGuiElement. That will tell you exactly whats going on. e.g. confirm that both client AND server are creating there part of the GUI, and that the right thing is created each side.

 

Also a literal value in a switch is almost always the wrong thing to do, as with a literal true/false in an if statement. The entire construct serves no purpose.

 

Posted

Break points are to separate things (its kinda complex don't want to explain now)

 

Switches are used to do different things if the value of what is inside the switch corresponds to your case.

 

For example, you should make your code like this:

 

         switch(ID){
         case mainRegistry.guiIDSaltFurnace:
            if(entity instanceof TileEntitySaltFurnace){
               return new ContainerSaltFurnace(player.inventory, (TileEntitySaltFurnace) entity);   
            }
         break;
               
            case mainRegistry.guiIDgrinder:
               if(entity instanceof TileEntityGrinder){
                  return new ContainerGrinder(player.inventory, (TileEntityGrinder) entity);
            }
            break;

 

In my opinion, I think you 'ought to know more Java before jumping into complex things.

 

 

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