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[Solved] [1.9] GUI Container Crashes Game When Shift+Clicking

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So I have this inventory block that shows a GUI for its inventory when right-clicked. For now, I'm essentially copying the UI of a hopper, since it needs 5 slots anyway. It all works fine if I click an item, then click again to place it in the block's inventory. But if I shift-click an item in the UI, either in the block's inventory or my own, the game crashes. I get a stack overflow that shows an infinite loop of calls to Container#retrySlotClick.

 

I tried following the code myself, but I got lost in the ambiguous variable names like slot6, itemstack11, etc.

 

Here's the container class:

 

package com.IceMetalPunk.breedingseason.gui;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.Slot;

public class ContainerStorageChest extends Container {

public ContainerStorageChest(InventoryPlayer playerInv, IInventory blockInv) {
	int i = 51;

	// Block inventory
	for (int j = 0; j < blockInv.getSizeInventory(); ++j) {
		this.addSlotToContainer(new Slot(blockInv, j, 44 + j * 18, 20));
	}

	// Player main inventory
	for (int l = 0; l < 3; ++l) {
		for (int k = 0; k < 9; ++k) {
			this.addSlotToContainer(new Slot(playerInv, k + l * 9 + 9, 8 + k * 18, l * 18 + i));
		}
	}

	// Hotbar inventory
	for (int i1 = 0; i1 < 9; ++i1) {
		this.addSlotToContainer(new Slot(playerInv, i1, 8 + i1 * 18, 58 + i));
	}
}

@Override
public boolean canInteractWith(EntityPlayer playerIn) {
	return true;
}

}

 

Here's the GUI class:

 

package com.IceMetalPunk.breedingseason.gui;

import com.IceMetalPunk.breedingseason.BreedingSeason;

import net.minecraft.client.gui.inventory.GuiContainer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.util.ResourceLocation;

public class GuiStorageChest extends GuiContainer {

private ResourceLocation storageChestGUI = new ResourceLocation(
		BreedingSeason.MODID + ":textures/gui/container/storage_chest.png");
private IInventory tileEntity = null;
private InventoryPlayer playerInventory = null;

public GuiStorageChest(InventoryPlayer playerInv, IInventory blockInv) {
	super(new ContainerStorageChest(playerInv, blockInv));
	this.tileEntity = blockInv;
	this.playerInventory = playerInv;
}

@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	mc.getTextureManager().bindTexture(storageChestGUI);
	int marginHorizontal = (width - xSize) / 2;
	int marginVertical = (height - ySize) / 2;
	drawTexturedModalRect(marginHorizontal, marginVertical, 0, 0, xSize, ySize);
}

@Override
protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) {

	this.fontRendererObj.drawString(this.tileEntity.getDisplayName().getUnformattedText(), 8, 6, 4210752);
	this.fontRendererObj.drawString(this.playerInventory.getDisplayName().getUnformattedText(), 8,
			this.ySize - 96 + 2, 4210752);
}

}

 

And here's the tile entity class:

 

package com.IceMetalPunk.breedingseason.tileentities;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.util.text.TextComponentTranslation;

public class TileEntityStorageChest extends TileEntity implements IInventory {

private String customName = null;
private ItemStack[] slots = new ItemStack[5];

@Override
public String getName() {
	return this.hasCustomName() ? this.customName : "container.storage_chest";
}

@Override
public boolean hasCustomName() {
	return this.customName != null && this.customName.length() > 0;
}

public void setCustomInventoryName(String name) {
	this.customName = name;
}

@Override
public ITextComponent getDisplayName() {
	return this.hasCustomName() ? new TextComponentString(this.getName())
			: new TextComponentTranslation(this.getName());
}

@Override
public int getSizeInventory() {
	return slots.length;
}

@Override
public ItemStack getStackInSlot(int index) {
	if (index < 0 || index >= this.getSizeInventory()) {
		return null;
	} else {
		return this.slots[index];
	}
}

@Override
public ItemStack decrStackSize(int index, int count) {
	ItemStack previous = this.getStackInSlot(index);
	if (previous == null) {
		return null;
	} else if (previous.stackSize <= count) {
		this.setInventorySlotContents(index, null);
		return previous;
	} else {
		ItemStack split = previous.splitStack(count);
		if (previous.stackSize <= 0) {
			this.setInventorySlotContents(index, null);
		}
		return split;
	}
}

@Override
public ItemStack removeStackFromSlot(int index) {
	ItemStack previous = this.getStackInSlot(index);
	this.setInventorySlotContents(index, null);
	return previous;
}

@Override
public void setInventorySlotContents(int index, ItemStack stack) {
	if (index >= 0 && index < this.getSizeInventory()) {
		this.slots[index] = stack;
	}
}

@Override
public int getInventoryStackLimit() {
	return 64; // TODO: Increase limit if possible to 2048 (32 stacks)
}

@Override
public boolean isUseableByPlayer(EntityPlayer player) {
	return true;
}

@Override
public void openInventory(EntityPlayer player) {
}

@Override
public void closeInventory(EntityPlayer player) {
}

@Override
public boolean isItemValidForSlot(int index, ItemStack stack) {
	return true;
}

@Override
public int getField(int id) {
	return 0;
}

@Override
public void setField(int id, int value) {
}

@Override
public int getFieldCount() {
	return 0;
}

@Override
public void clear() {
	for (int i = 0; i < this.slots.length; ++i) {
		this.removeStackFromSlot(i);
	}
}

}

 

Can anyone help me get this working so that shift+clicking doesn't...you know...crash the game? Thanks.

Whatever Minecraft needs, it is most likely not yet another tool tier.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author

Thank you! I didn't realize I needed to override that; I assumed there was some default behavior in place. Well, you know what they say: never assume...

 

Thanks again!

Whatever Minecraft needs, it is most likely not yet another tool tier.

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