February 8, 20169 yr Author Ugghhhh.... Still cant figure this out. I've tried using different code... diferent everything. Just gotta keep trying i guess..
February 8, 20169 yr Author SOLVED I HAVE FIGURED IT OUT!!!!! With in my main class.. I wasnt registering my instance right. Here is the right code for that: @Instance(Reference.MOD_ID) public static SteelMain instance;
February 8, 20169 yr Author So now the GUI works. But I cannot place anything inside of the slots... rip Time to figure this out
February 8, 20169 yr Author LOL im slowly realizing what wrong. I have it set to only food can be put in it... How do I specify all blocks. or even a certain block from my mod?
February 8, 20169 yr Welll...what does SlotSCTile have to say about it? 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 8, 20169 yr Author package com.duckcreeper.steelcraft.gui.slots; import com.duckcreeper.steelcraft.init.SteelCraftBlocks; import com.duckcreeper.steelcraft.init.SteelCraftItems; import net.minecraft.inventory.IInventory; import net.minecraft.inventory.Slot; import net.minecraft.item.Item; import net.minecraft.item.ItemFood; import net.minecraft.item.ItemPotion; import net.minecraft.item.ItemStack; public class SlotSCTile extends Slot { public SlotSCTile(IInventory inventory, int slotIndex, int x, int y) { super(inventory, slotIndex, x, y); } @Override public boolean isItemValid(ItemStack par1ItemStack) { return par1ItemStack != null && par1ItemStack.getItem() instanceof ItemFood; } } I belive I would have do to something like this: @Override public boolean isItemValid(ItemStack par1ItemStack) { if (par1ItemStack == null) { return false; } Item item = par1ItemStack.getItem(); switch (toolType) { case 0: if (item instanceof ItemPickaxe) { return true; } break; case 1: if (item instanceof ItemSpade) { return true; } break; case 2: if (item instanceof ItemSword) { return true; } break; case 3: if (item instanceof ItemAxe) { return true; } break; case 4: if (item instanceof ItemHoe) { return true; } break; case 5: if (item instanceof ItemBow) { return true; } break; } return false; }
February 9, 20169 yr That is indeed the function you want to change. I don't know what it is you want the function to do, but yep, that's the function. 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 9, 20169 yr Author That is indeed the function you want to change. I don't know what it is you want the function to do, but yep, that's the function. Basically I want the function to allow only blocks or items within my mod. I know how to allow items in... but I'm completely lost on how you allow blocks to be placed inside of it...Any ideas?
February 9, 20169 yr That is indeed the function you want to change. I don't know what it is you want the function to do, but yep, that's the function. Basically I want the function to allow only blocks or items within my mod. I know how to allow items in... but I'm completely lost on how you allow blocks to be placed inside of it...Any ideas? When in inventories, Block s are just regular Item s (most of which extend ItemBlock or a subclass). Use Block.getBlockFromItem and Item.getItemFromBlock to convert between the Block and ItemBlock form of a block. Pay attention to the return values, not every Item has a Block and not every Block has an ItemBlock . Some blocks (e.g. Sugar Canes, Cakes, Beds) use a separate Item that doesn't extend ItemBlock and won't work with these methods, other blocks (e.g. Air) don't have any item form at all. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
February 9, 20169 yr Author Okay great! I think I have finally got this working! Here is my slot code: public class SlotSCTile extends Slot { private int itemType; public SlotSCTile(IInventory inventory, int slotIndex, int x, int y) { super(inventory, slotIndex, x, y); } @Override public boolean isItemValid(ItemStack par1ItemStack) { if (par1ItemStack == null) { return false; } Item item = par1ItemStack.getItem(); Block block = Block.getBlockFromItem(item); switch (itemType) { case 0: if (block instanceof rebar) { return true; } break; case 1: if (item instanceof ItemSpade) { return true; } break; case 2: if (item instanceof ItemSword) { return true; } break; case 3: if (item instanceof ItemAxe) { return true; } break; case 4: if (item instanceof ItemHoe) { return true; } break; case 5: if (item instanceof ItemBow) { return true; } break; } return false; } } I've only changed one so far. But it seems to be working.
February 9, 20169 yr Author Now I guess I have one more question relating to this.... When I open my GUI. It says container.inventory and container.SCTileEntity How would I fix this. I know in a lang file. But I tried container.inventory.name=Inventory But that doesn't seem to work. EDIT.... After toying around... I figured it out! LOL Here is what i needed to changed @Override protected void drawGuiContainerForegroundLayer(int par1, int par2) { this.fontRendererObj.drawString("Rebar Machine", (this.xSize / 2) - 44, 6, 4210752); this.fontRendererObj.drawString("Inventory", 8, this.ySize - 94, 4210752); } "Rebar Machine etc". The name that was there were : container.inventory and container.SCTileEntity
February 10, 20169 yr Author Ok so now... I'm using a custom gui texture. But im having a bit of trouble defining the slots for it. public ContainerSCTileEntity(IInventory player, IInventory SCTileEntity){ this.lowerChestInventory = player; this.tileEntity = SCTileEntity; this.addSlotToContainer(new Slot(SCTileEntity, 0, 7, 52)); this.addSlotToContainer(new Slot(SCTileEntity, 0, 57, 34)); this.addSlotToContainer(new SlotFurnaceOutput(player, SCTileEntity, 0, 115, 34)); int i; for(i = 0; i < 3; ++i){ for(int j = 0; j < 9; ++j){ this.addSlotToContainer(new Slot(player, j+ i * 9 + 9, 8 + j * 18, 84 + i * 18)); } } for(i = 0; i < 9; ++i){ this.addSlotToContainer(new Slot(player, i, 8 + i * 18, 142)); } } this.addSlotToContainer(new SlotFurnaceOutput(player, SCTileEntity, 0, 115, 34)); <--- For that code... Im getting an error. Because I need the entity player. But I dont know how to reference that... I feel so dumb right now lol.
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