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I'm working on a chest with a scrollbar and visually it work's fine, but after i scroll the inventory, all slots have the index 0 if clicked.

I think my idea of how to update the inventory is wrong or i am missing something.

I update the slots of my container, based on a rowOffset for the inventory.

 

This is the function of the container:

private void updateSlots() {
        if(this.te.hasCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null)) {
            IItemHandler inventory = te.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null);
            int slotOffsetPlayer = 4 * 9;

            // Update own slots
            for (int row = 0; row < CHEST_ROWS; ++row) {
                for (int col = 0; col < CHEST_COLUMNS; ++col) {
                    int x = CHEST_OFFSET_X + col * 18;
                    int y = CHEST_OFFSET_Y + row * 18;
                    this.inventorySlots.set(slotOffsetPlayer + (col + row * CHEST_COLUMNS), new SlotItemHandler(inventory, col + (row + rowOffset) * CHEST_COLUMNS, x, y));
                }
            }
        }
    }

 

Like i said the content get's displayed correctly, but whichever slot i click, i always interact with the slot with index 0.

I changed the order in which the slots are added to the container from Chest, Player, Hotbar to Hotbar, Player, Chest

and now i can still interact with the player's inventory and hotbar.

But all slots i changed are inaccessible.

 

In my first attempt i used a second inventory, which held the visible inventory and synced it back and forth with the whole inventory.

But i didn't use capabilities for this, and switched after i read that by using the ItemHandlerCapability i do not have to sync the client manually with the server via packets.

Because of that i rewrote the whole container and tried it first without the second inventory.

 

Am i just missing something after i update the slots or do i still need the second temporary inventory?

Edited by Keitaro

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