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Posted

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;

 

 

Posted

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.

Posted

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;
}

Posted

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.

Posted
  On 2/9/2016 at 3:11 AM, Draco18s said:

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?

Posted
  On 2/9/2016 at 8:15 PM, DuckCreeper said:

  Quote

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.

Posted

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. :D

Posted

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

 

Posted

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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