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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

 

 

package com.professorvennie.main.gui;

 

 

import com.professorvennie.main.mainRegistry;

import com.professorvennie.tileEntity.TileEntityGrinder;

import com.professorvennie.tileEntity.TileEntitySaltFurnace;

 

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.tileentity.TileEntity;

import net.minecraft.world.World;

import cpw.mods.fml.common.network.IGuiHandler;

import cpw.mods.fml.common.network.NetworkRegistry;

 

public class GuiHandler implements IGuiHandler{

/*

public GuiHandler(){

NetworkRegistry.INSTANCE.registerGuiHandler(mainRegistry.instance, this);

}

*/

 

public GuiHandler(){

 

}

 

 

@SuppressWarnings("unused")

@Override

public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {

TileEntity entity= world.getTileEntity(x, y, z);

 

if(entity != null){

switch(ID){

case 0: mainRegistry:guiIDSaltFurnace:

if(entity instanceof TileEntitySaltFurnace){

return new ContainerSaltFurnace(player.inventory, (TileEntitySaltFurnace) entity);

}

break;

 

case 1: mainRegistry:guiIDgrinder:

if(entity instanceof TileEntityGrinder){

return new ContainerGrinder(player.inventory, (TileEntityGrinder) entity);

}

break;

 

 

 

 

 

}

}

 

 

return null;

}

 

@Override

public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {

TileEntity entity= world.getTileEntity(x, y, z);

 

if(entity != null){

switch(0){

case mainRegistry.guiIDSaltFurnace:

if(entity instanceof TileEntitySaltFurnace){

return new GuisaltFurnace(player.inventory, (TileEntitySaltFurnace) entity);

}

switch(1){

case mainRegistry.guiIDgrinder:

if(entity instanceof TileEntityGrinder){

return new ContainerGrinder(player.inventory, (TileEntityGrinder) entity);

}

}

 

 

}

}

 

 

return null;

}

 

}

 

 

  • Author

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.

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

  • Author

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?

  • Author

I followed a tut to add a gui and i got most of it. Thats how he did the gui handler. I was trying to add another gui  and could not make it work.

  • Author

It means there is different cases and depending on the number it will do that case. I have tried putting ID there on both and it does the same thing

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.

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.

 

  • Author

Ok so do that for both server and client?  What is a break point is that just break;    I have never used a debugger I am some what new to eclipse.

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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