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Posted (edited)

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 by MyRedAlien43
Posted
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.

 

Posted (edited)
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 by MyRedAlien43
Posted
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?

Posted (edited)
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 by MyRedAlien43
Posted
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?

Posted

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().

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