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Posted

I tried out to set items in my container if i place something in the right place but the problem i got is that i cant see the item until i click on the slot and than it will appear.  I tried detectandsendchanges, getslot and putiteminslot and tried to set an itemstack to my slot, i also tried to use .update or something but it all dont worked, i recieve the item but the are not visible until you interact with the right slot, how can i fix that problem? Also i tried to use oncraftmatrixchanged but that dont even return me a sysout

Posted (edited)

Show your code.

I've realized that you are reluctant in showing your code in many of your post. Why?

It is hard to help you if you don't show your code.

Edited by DavidM

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TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.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:

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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.

 

 

Posted
3 hours ago, DavidM said:

Show your code.

I've realized that you are reluctant in showing your code in many of your post. Why?

It is hard to help you if you don't show your code.

Quote

package com.Schleimtime.Wasteland.blocks.forgebench;

import java.util.ArrayList;
import java.util.List;

import com.Schleimtime.Wasteland.blocks.forgebench.slots.Outputslot;
import com.Schleimtime.Wasteland.init.moditems;

import net.minecraft.client.gui.inventory.GuiCrafting;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.ContainerWorkbench;
import net.minecraft.inventory.IContainerListener;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.InventoryCrafting;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraftforge.items.ItemStackHandler;

public class forgebenchcontainer extends Container{
    
    private forgetileentity tileentity;

public forgebenchcontainer(InventoryPlayer player, forgetileentity tyleentity) {
        this.tileentity = tyleentity;
        
        
        this.addSlotToContainer(new Slot(tyleentity, 0, 30, 17));
        this.addSlotToContainer(new Slot(tyleentity, 1, 48, 17));
        this.addSlotToContainer(new Slot(tyleentity, 2, 66, 17));
        
        this.addSlotToContainer(new Slot(tyleentity, 3, 30, 35));
        this.addSlotToContainer(new Slot(tyleentity, 4, 48, 35));
        this.addSlotToContainer(new Slot(tyleentity, 5, 66, 35));
        
        this.addSlotToContainer(new Slot(tyleentity, 6, 30, 53));
        this.addSlotToContainer(new Slot(tyleentity, 7, 48, 53));
        this.addSlotToContainer(new Slot(tyleentity, 8, 66, 53));
        
        this.addSlotToContainer(new Outputslot(tyleentity, 9, 124, 35));
        
        
        
        for(int y = 0; y < 3; y++) {
            for(int x = 0; x < 9; x++) {
                this.addSlotToContainer(new Slot(player, x+y*9+9, 8+x*18, 84+y*18));
            }
        }
        
        for(int x = 0; x < 9; x++) {
            this.addSlotToContainer(new Slot(player, x, 8+x*18, 142));
        }
        
        
    }

    @Override
    public boolean canInteractWith(EntityPlayer playerIn) {
        return true;
    }
    
    @Override
    public void detectAndSendChanges() {
        if(tileentity.getStackInSlot(1).getItem() == Items.IRON_INGOT) {
            System.out.println("lol");
            tileentity.setInventorySlotContents(9, new ItemStack(moditems.BRONZE_INGOT));
        }
    }

    
    @Override
    public void onContainerClosed(EntityPlayer playerIn) {
        ArrayList<ItemStack> itemlist = new ArrayList<ItemStack>();
        for(int x = 0; x < 9; x++) {
            ItemStack stack = tileentity.getStackInSlot(x);
            if(stack!=null) {
                itemlist.add(stack);
            }
        }
        if(!itemlist.isEmpty()) {
            for(ItemStack item : itemlist) {
            playerIn.inventory.addItemStackToInventory(item);
            }
        }
        tileentity.clear();
        itemlist.clear();
    }
    
    @Override
    public ItemStack transferStackInSlot(EntityPlayer playerIn, int index)
    {
        ItemStack itemstack = ItemStack.EMPTY;
        Slot slot = this.inventorySlots.get(index);

        if (slot != null && slot.getHasStack())
        {
            ItemStack itemstack1 = slot.getStack();
            itemstack = itemstack1.copy();

            if (index == 0)
            {
                itemstack1.getItem().onCreated(itemstack1, playerIn.getEntityWorld(), playerIn);

                if (!this.mergeItemStack(itemstack1, 10, 46, true))
                {
                    return ItemStack.EMPTY;
                }

                slot.onSlotChange(itemstack1, itemstack);
            }
            else if (index >= 10 && index < 37)
            {
                if (!this.mergeItemStack(itemstack1, 37, 46, false))
                {
                    return ItemStack.EMPTY;
                }
            }
            else if (index >= 37 && index < 46)
            {
                if (!this.mergeItemStack(itemstack1, 10, 37, false))
                {
                    return ItemStack.EMPTY;
                }
            }
            else if (!this.mergeItemStack(itemstack1, 10, 46, false))
            {
                return ItemStack.EMPTY;
            }

            if (itemstack1.isEmpty())
            {
                slot.putStack(ItemStack.EMPTY);
            }
            else
            {
                slot.onSlotChanged();
            }

            if (itemstack1.getCount() == itemstack.getCount())
            {
                return ItemStack.EMPTY;
            }

            ItemStack itemstack2 = slot.onTake(playerIn, itemstack1);

            if (index == 0)
            {
                playerIn.dropItem(itemstack2, false);
            }
        }

        return itemstack;
    }
    
    
}

 

thats it the sysout give me my message and the item is there but its buggy and i will only see the item if i click on the slot

 

3 hours ago, diesieben07 said:

Again: Show your code.

3 hours ago, DavidM said:

I've realized that you are reluctant in showing your code in many of your post. Why?

im sorry, i am responding when i got the mail and sometimes im not at home XD

Posted

Ok im tryed it now with an Override method

 

Quote

@Override
    public ItemStack getStackInSlot(int slotIndex) {
        if(slotIndex == 9) {
            for(ForgingRecipe r : ForgingbenchRecipesInit.FORGINGRECIPES) {
                System.out.println("its wörking"+r.getinput1+r.getinput4);
                if(this.getStackInSlot(0).getItem() == r.getinput1) {
                if(this.getStackInSlot(1).getItem() == r.getinput2) {
                if(this.getStackInSlot(2).getItem() == r.getinput3) {
                if(this.getStackInSlot(3).getItem() == r.getinput4) {
                if(this.getStackInSlot(4).getItem() == r.getinput5) {
                if(this.getStackInSlot(5).getItem() == r.getinput6) {
                if(this.getStackInSlot(6).getItem() == r.getinput7) {
                if(this.getStackInSlot(8).getItem() == r.getinput8) {
                if(this.getStackInSlot(9).getItem() == r.getinput9) {
                                                    
                                                    return new ItemStack(r.getoutput);
                                                    
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        return itemStacks[slotIndex];
    }

that worked if i do that manully but for some reason it will not work and also the for loop will not work

 

Quote

package com.Schleimtime.Wasteland.blocks.forgebench;

import java.util.ArrayList;

import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;

public class ForgingbenchRecipesInit {
    
    public static final ArrayList<ForgingRecipe> FORGINGRECIPES = new ArrayList<ForgingRecipe>();
    
    Item o = null;
    Item i = Items.IRON_INGOT;
    Item s = Items.IRON_INGOT;
    
    ForgingRecipe iron_pickaxe = new ForgingRecipe(i,i,i,o,s,o,o,s,o, Items.IRON_PICKAXE);
}

 

Quote

package com.Schleimtime.Wasteland.blocks.forgebench;

import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;

public class ForgingRecipe {
    
    private Item input1;
    private Item input2;
    private Item input3;
    private Item input4;
    private Item input5;
    private Item input6;
    private Item input7;
    private Item input8;
    private Item input9;
    private Item output;

    public ForgingRecipe (Item input1, Item input2, Item input3, Item input4, Item input5, Item input6, Item input7, Item input8, Item input9, Item output) {
        ForgingbenchRecipesInit.FORGINGRECIPES.add(this);
        
        this.input1 = input1;
        this.input2 = input2;
        this.input3 = input3;
        this.input4 = input4;
        this.input5 = input5;
        this.input6 = input6;
        this.input7 = input7;
        this.input8 = input8;
        this.input9 = input9;
        this.output = output;
        
    }
    
    public Item getinput1 = input1;
    public Item getinput2 = input2;
    public Item getinput3 = input3;
    public Item getinput4 = input4;
    public Item getinput5 = input5;
    public Item getinput6 = input6;
    public Item getinput7 = input7;
    public Item getinput8 = input8;
    public Item getinput9 = input9;
    public Item getoutput = output;
    
    
}

i dont get why

Posted
7 hours ago, Schleim_time said:

                if(this.getStackInSlot(0).getItem() == r.getinput1) {
                if(this.getStackInSlot(1).getItem() == r.getinput2) {
                if(this.getStackInSlot(2).getItem() == r.getinput3) {
                if(this.getStackInSlot(3).getItem() == r.getinput4) {
                if(this.getStackInSlot(4).getItem() == r.getinput5) {
                if(this.getStackInSlot(5).getItem() == r.getinput6) {
                if(this.getStackInSlot(6).getItem() == r.getinput7) {
                if(this.getStackInSlot(8).getItem() == r.getinput8) {
                if(this.getStackInSlot(9).getItem() == r.getinput9) {

Have you heard of loops?

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.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)
15 minutes ago, Schleim_time said:

Yes but i cant do for x < 8 because i have for every recipe a own getInputX 

You can. Simply iterate through the inputs instead of creating a new variable for each one of them. Use a list.

Also, ItemStack != Item.

Edited by DavidM

Some tips:

Spoiler

Modder Support:

Spoiler

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.

 

 

Posted
16 minutes ago, Schleim_time said:

ahh however i think it isnt that much performance so i take that easy way i did

Iterating through a list isn't that performance intensive, but will make your code a lot more readable and easy to fix.

Some tips:

Spoiler

Modder Support:

Spoiler

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.

 

 

Posted
18 hours ago, Schleim_time said:

ahh however i think it isnt that much performance so i take that easy way i did

Don't manually unroll loops. If there are any possible optimisations that can be done to your code, the JIT will do them. Manually unrolling loops makes your code unreadable and is likely to adversely effect performance.

https://stackoverflow.com/questions/2684364/why-arent-programs-written-in-assembly-more-often/2685541#2685541

https://blog.overops.com/java-on-steroids-5-super-useful-jit-optimization-techniques/

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.

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} } } @Override public void removePassenger(Entity passenger) { super.removePassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is no longer mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(false)); } } } @Override public boolean isControlledByLocalInstance() { Entity entity = this.getControllingPassenger(); return entity instanceof Player; } @Override public void positionRider(Entity passenger) { if (this.hasPassenger(passenger)) { double xOffset = Math.cos(Math.toRadians(this.getYRot() + 90)) * 0.4; double zOffset = Math.sin(Math.toRadians(this.getYRot() + 90)) * 0.4; passenger.setPos(this.getX() + xOffset, this.getY() + this.getPassengersRidingOffset() + passenger.getMyRidingOffset(), this.getZ() + zOffset); } } } MountSyncPacket package com.vals.valscraft.network; import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); System.out.println("Server: Player " + player.getName().getString() + " is no longer mounted."); } } } }); context.setPacketHandled(true); // Marks the packet as handled } } networkHandler package com.vals.valscraft.network; import com.vals.valscraft.valscraft; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.network.NetworkRegistry; import net.minecraftforge.network.simple.SimpleChannel; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class NetworkHandler { private static final String PROTOCOL_VERSION = "1"; public static final SimpleChannel CHANNEL = NetworkRegistry.newSimpleChannel( new ResourceLocation(valscraft.MODID, "main"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); public static void init() { int packetId = 0; // Register the mount synchronization packet CHANNEL.registerMessage( packetId++, MountSyncPacket.class, MountSyncPacket::encode, MountSyncPacket::decode, (msg, context) -> msg.handle(context.get()) // Get the context with context.get() ); } }  
    • Do you use features of inventory profiles next (ipnext) or is there a change without it?
    • Remove rubidium - you are already using embeddium, which is a fork of rubidium
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