Jump to content

Recommended Posts

Posted

Here is the code

 

package com.Floey.IContainer;

 

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.entity.player.InventoryPlayer;

import net.minecraft.item.ItemStack;

 

public class IPlayer extends InventoryPlayer

{

 

 

    public IPlayer(EntityPlayer entity) {

        super(entity);

        ItemStack[] mainInventory = new ItemStack[45];

    }

 

    @Override

    public int getInventoryStackLimit()

    {

        return 250;

    }

 

}

 

Why does it not work ?

Posted

These are just basic practices you should follow, but packages should never, ever start with a capital letter. Only classes should begin with a capital letter. Second, you don't appear to own "floey.com", so you shouldn't be using "com.floey" in your package names. If you really need a domain name in your packages, create a GitHub account and use GitHub Pages to create a page for your mod. Then use "io.github.floey" instead. Third, classes should only begin with a capital I if they are interfaces. The code you have posted does not contain an interface.

 

Also, why exactly do you want to create a custom player inventory class? I don't see any logical purpose.

Posted

I'd just like to point out:

 

    public int getInventoryStackLimit()
    {
        return 250;
    }

 

The game doesn't give a damn, stacks are limited to 64, no ifs ands or buts.  You used to be able to get up to around 110 or so (at 111 the stack became infinite in size) but no more.

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • You will find the crash-report or log in your minecraft directory (crash-report or logs folder)
    • Use a modpack which is using these 2 mods as working base:   https://www.curseforge.com/minecraft/modpacks/life-in-the-village-3
    • inicie un mundo donde instale Croptopia y Farmer's Delight, entonces instale el addon Croptopia Delight pero no funciona. es la version 1.18.2
    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.