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FrostBytes

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When? When in the player's inventory? Please clarify.

To call a function every tick when the item stack is in the player's inventory, override Item#onUpdate.

Edited by DavidM

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50 minutes ago, DavidM said:

When? When in the player's inventory? Please clarify.

To call a function every tick when the item stack is in the player's inventory, override Item#onUpdate.

Generally anywhere. Like if it's in a player inventory, or a chest inventory (as long as it's loaded) or on the floor?

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36 minutes ago, FrostBytes said:

Generally anywhere. Like if it's in a player inventory, or a chest inventory (as long as it's loaded) or on the floor?

In this case you need to use different method fr each. I don't think this is possible with the chest inventory though (in which case you have to create your own chest).

As for on the floor, override Item#onEntityItemUpdate.

Some tips:

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Modder Support:

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1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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What do you want to achieve? There might be other ways to achieve what you want.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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47 minutes ago, DavidM said:

In this case you need to use different method fr each. I don't think this is possible with the chest inventory though (in which case you have to create your own chest).

As for on the floor, override Item#onEntityItemUpdate.

Would it be possible to override functionality of the vanilla chest from the mod?

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25 minutes ago, FrostBytes said:

Would it be possible to override functionality of the vanilla chest from the mod?

It could be done, but would be a bad idea. You might as well create your own chest that has your custom functionalities.

You can take a look at the code of the alchemical chest in ProjectE, which does exactly what you described (allow custom items update inside chest).

Some tips:

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Modder Support:

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1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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You also can't do anything about inventories that aren't loaded.

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.

 

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That much is obvious. What will this achieve for an end user perspective?

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Double post

Edited by Cadiboo

About Me

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My Discord - Cadiboo#8887

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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14 minutes ago, Cadiboo said:

That much is obvious. What will this achieve for an end user perspective?

It's going to just be code that randomly checks if there is a certain container nearby and move the itemstack into it. Not sure how that would contribute to this.

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Because there are better ways of doing this than the one you’re trying. For example, putting the item into the container from the container. This is super easy if the container has something that runs every tick (like an Entity or a TileEntity).

What you’re trying to do is always relevant, because there’s usually a better way of doing it.

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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1 hour ago, Cadiboo said:

Because there are better ways of doing this than the one you’re trying. For example, putting the item into the container from the container. This is super easy if the container has something that runs every tick (like an Entity or a TileEntity).

What you’re trying to do is always relevant, because there’s usually a better way of doing it.

Wow. Never really thought of that. Thanks.

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