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Posted (edited)

Well, there is shadow facts, but if you want GUIs I don't think there is any. Basically there is no IInventory anymore, you use a ItemStackHandler field in your tile entity class a use capabilities to save it.

Edited by Awesome_Spider
Posted (edited)

Create a block class the overrides hasTileEntity and getTileEntity and make the getTileEntity method return a new instance of your tile entity class (create one if you haven't already). In your tile entity expose a capability for an ItemStackHandler (read this).

 

Then if you want a gui, they are basically the same as 1.8.

 

Edit: I hope that was easy to understand. If it wasn't, I can explain a little more.

Edited by Awesome_Spider
Posted

is this what you mean

for starters 

package com.clowcadia.tutorial.blocks;

import com.clowcadia.tutorial.tileentity.TileEntityBlockTutorial;

import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.World;

public class BlockContainerTutorial extends BlockContainer{

	public BlockContainerTutorial() {
		super(Material.ROCK);
		// TODO Auto-generated constructor stub
	}

	@Override
	public TileEntity createNewTileEntity(World worldIn, int meta) {
		// TODO Auto-generated method stub
		return new TileEntityBlockTutorial();
	}

}

 

Posted

I couldnt not find a way to use ItemStackHandler Capability

package com.clowcadia.tutorial.tileentity;

import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.items.CapabilityItemHandler;

public class TileEntityBlockTutorial extends TileEntity {
	
	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
	  if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
	    return true;
	  }
	  return super.hasCapability(capability, facing);
	}

}

 

Posted

Ok, you're close. You need to override both hasCapability and getCapability. Also, who'll need to have an ItemStackHandler field in your class and write and read it to and from NBT by overriding writeToNBT and readFromNBT. I'll check my code to make sure it's correct though.

Posted

Here's how you use ItemStackHandler capability:

 

    private ItemStackHandler inventory;

 

    public ModTileEntity()

    {

        this.inventory = new ItemStackHandler(<number of slots needed>);

    }

 

Then you can use the methods in ItemStackHandler to manipulate your inventory.

Posted
36 minutes ago, clowcadia said:

What about custom machines like furnace with out copy and paste

You'll also have to implement ITickable I believe.

Posted

If you need more examples/help, I implemented a fully functional furnace and crafting table in one of my mods, and made a thread to get help for each. The mod is 1.11.2

 

Crafting table thread:

Furnace thread:

 

All the related code is here:

https://github.com/SocraticPhoenix/Randores/tree/master/src/main/java/com/gmail/socraticphoenix/forge/randore/crafting

 

Developer of Randores (adds 256^3 ores to the game) and Arcane Bags (adds ridiculous storage with ridiculous crafting recipes).

I know Java pretty well... So yeah...

Quote

This is where I'd put an inspirational and/or clever quote, but I can't think of one right now...

This is the output of the totally, 100% working compiler for my programming language, Planet9:

Beginning Compilation...
Failed compilation!
planet9.compiler.error.CompilationException: Compiler not yet implemented
	at planet9.compiler.Compiler.compile(Compiler.java:39)
	at planet9.compiler.app.CompilerApp.main(CompilerApp.java:147)

 

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