Posted May 13, 20196 yr So, I made a tile entity that stores items, it works and all of that but the only problem is that it doesn't save the contents. My read and write methods: @Override public void read(NBTTagCompound compound) { super.read(compound); this.handler = new ItemStackHandler(this.getSizeInventory()); this.handler.deserializeNBT(compound.getCompound("inventory")); if(compound.contains("CustomName", 8)) { this.customName = ITextComponent.Serializer.fromJson(compound.getString("CustomName")); } } @Override public NBTTagCompound write(NBTTagCompound compound) { super.write(compound); compound.setTag("inventory", this.handler.serializeNBT()); if(this.hasCustomName()) { compound.setString("CustomName", ITextComponent.Serializer.toJson(customName)); } return compound; } (What the handler is:) public ItemStackHandler handler = new ItemStackHandler(9); And I get no error. After I rejoin the items I put in just disappear like they were never saved (or loaded). Edited May 13, 20196 yr by MyRedAlien43
May 13, 20196 yr Author 11 minutes ago, diesieben07 said: What is getSizeInventory? Are you implementing IInventory? If so, don't. I extended TileEntityLockable, so thanks. But now when I try to open the tile entity it does nothing.
May 13, 20196 yr Author 4 minutes ago, diesieben07 said: That means you are implementing IInventory. Don't. Show where you open the GUI of your block. Yea, I meant I now extend only TileEntity. @Override public boolean onBlockActivated(IBlockState state, World worldIn, BlockPos pos, EntityPlayer player, EnumHand hand, EnumFacing side, float hitX, float hitY, float hitZ) { if (worldIn.isRemote) { return true; } else { TileEntity tileentity = worldIn.getTileEntity(pos); if (tileentity instanceof TileEntityBarrel && player instanceof EntityPlayerMP) { TileEntityBarrel barrel = (TileEntityBarrel)tileentity; NetworkHooks.openGui((EntityPlayerMP)player, barrel); } return true; } } I don't know if this is correct. Also, my block does NOT extend BlockContainer Edited May 13, 20196 yr by MyRedAlien43
May 13, 20196 yr Author 1 minute ago, diesieben07 said: implementation of IInteractionObject (your tile entity, judging from your code above). @Override public Container createContainer(InventoryPlayer playerInventory, EntityPlayer playerIn) { return new ContainerBarrel(playerInventory, this, playerIn); } @Override public String getGuiID() { return "moresimplestuff:barrel"; } 1 minute ago, diesieben07 said: Show where you registered your Gui factory IGuiHandler?
May 13, 20196 yr Author 2 minutes ago, diesieben07 said: IGuiHandler is not used in 1.13.2. Your GUI factory is registered through ModLoadingContext#registerExtensionPoint with ExtensionPoint.GUIFACTORY. Ohh that makes sense. Mind showing me how to do so? Sorry, 1.13.2 is new to me. Edited May 13, 20196 yr by MyRedAlien43
May 13, 20196 yr Author 1 minute ago, diesieben07 said: I just did...? Oh god this wasn't what I meant... I also don't want to turn this into a tutorial either. What I meant was, What does the Gui Factory have to extend/implement or method to have?
May 13, 20196 yr You should take a careful read of the 1.12 -> 1.13/1.14 update primer linked at the top of this forum. In particular, this comment will be helpful to you: https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a#gistcomment-2870154 Regarding your original problem (TE data not saving), are you marking the tile entity dirty when the inventory changes? If not, your changes won't get saved. Best bet is to override the onSlotChanged() method of your ItemStackHandler object to call te.markDirty().
May 13, 20196 yr Author 1 minute ago, desht said: You should take a careful read of the 1.12 -> 1.13/1.14 update primer linked at the top of this forum. In particular, this comment will be helpful to you: https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a#gistcomment-2870154 Thank you very much! This is exactly what I needed.
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