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[1.7.10][Resolved]Crafting with Water buckets


Roymond
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Hey everyone,

 

I've been playing around with fluids and I want to add a custom recipe to enable a player to get it in survival. I noticed that that when you do craft the item (dust + water bucket), the player gets an extra empty bucket. I assume that this is because Minecraft recognizes that in vanilla recipes (Cake for Example) you don't want to take the bucket from the player.

 

This lead me to believe that I should get a handler that subscribes to ItemCraftedEvent, looks at the event to see if my custom bucket is created and if there is an empty bucket in the players inventory, and removes one bucket using "consumeInventoryItem"

 

However, after further inspection, it appears that empty bucket that is given to the user shows up after the event has been triggered and thus doesn't removed.

 

Is there a good method to handle this situation?

 

Update on 2014/07/30

 

I have discovered a potential answer to this solution. I simply added ".setContainItem(null)" to the "Items.water_bucket" in my crafting recipe. The final code would looks like this (Note, this is just an example:

 

GameRegistry.addShapelessRecipe(
    new ItemStack( myItem ),
    new Object[] {
         Items.ender_pearl,
         Items.water_bucket.setContainerItem(null)}
);

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To provide some further information, here's the event handler class that I have.

 

package net.roymond.testingMod.EventHandler;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Items;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.roymond.testingMod.mainClass;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;
import cpw.mods.fml.common.gameevent.PlayerEvent;
import cpw.mods.fml.common.gameevent.PlayerEvent.ItemCraftedEvent;

public class CraftingHandler {

public static CraftingHandler INSTANCE = new CraftingHandler();

private CraftingHandler(){
}

@SubscribeEvent
public void PlayerEvent(ItemCraftedEvent event){
	ItemStack craftedItem = event.crafting;

	if (event.crafting.getItem() == mainClass.roymondBucket){
		System.out.println("Desired item has been crafted.");
		for (int i=0; i< event.player.inventory.mainInventory.length; i++){
			System.out.println(event.player.inventory.mainInventory[i]);
			//Prints each slot out on a line.
		}

		if (event.player.inventory.hasItem(Items.bucket)){
			System.out.println("Player has Item. Cleared to remove it");
		}
	}
}


}

 

So this will report to me that the desire item has been crafted and will report back the player's inventory but if you go through the player's inventory you will not see a bucket (Items.bucket).

 

Any ideas on how I can capture this bucket so I can get rid of it?

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I have discovered a potential answer to this solution. I simply added ".setContainItem(null)" to the "Items.water_bucket" in my crafting recipe. The final code would looks like this (Note, this is just an example:

 

GameRegistry.addShapelessRecipe(
    new ItemStack( myItem ),
    new Object[] {
         Items.ender_pearl,
         Items.water_bucket.setContainerItem(null)}
);

 

Hopefully this helps someone in the future.

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  • 2 months later...

Nope, there is nothing like that. I have thought about how to address this issue, but it's not trivial:

The naive approach would be a method like this in Item:

boolean hasSameContainerItem(ItemStack me, ItemStack other) {
    return other == Items.bucket_water;
}

 

And then only give the container Item for Items for which this method does not give true when called on the crafting result with each of the crafting ingredients.

But this does not solve it, imagine the follwing: 2 water buckets some Item X gives you a filled bucket as the result. Of course one of the Buckets needs to stay in the crafting grid, now empty and one would be re-used as the result. That's just one scenario. The method would need access to the crafting-grid and let the resulting Item decide fully for which Items you get the container back and for which you don't.

And that would probably not solve it either.

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  • 1 year later...

guys found a pretty easy way

Item lavaNoContainer = Items.lava_bucket;
lavaNoContainer.setContainerItem(null);

Item waterNoContainer = Items.water_bucket;
waterNoContainer.setContainerItem(null);

 

Then use these to items to craft your stuff. This worked for me and shouldn't break other mods. The weird thing is that it worked without registering which is really great

Currently developing a mod called Lot'O'Stuff for 1.7.10 (I know very well its outdated.)

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[me=Draco18s]skips the local variable assignment.[/me]

 

Items.lava_bucket.setContainerItem(null);

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.

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This worked for me and shouldn't break other mods.

Except it does break every other mod using lava buckets and even vanilla. The container item is a global setting. You are telling Minecraft to never return the empty bucket for lava-filled buckets. With your mod the vanilla furnace for example will eat your buckets when you fuel it with lava.

 

The proper solution to this is to update to 1.8.9 and use a custom IRecipe with a special getRemainingItems implementation.

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Suggestion: Change ur whole approach to brew a potion instead (3 bottles of water plus dust ingredient yields 3 bottles of new mystery fluid). Then you just need a way to convert your potion into a fluid source block when you use it in the world.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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