soravoid Posted June 22, 2019 Posted June 22, 2019 (edited) I have a custom inventory that opens when a player presses a keybinding. It's working for the most part, but the inventory of the player "resets" whenever I relog. As in everything will return back to its place, and if I try to fill up my inventory, the items will delete themselves. I'm not sure what's exactly happening. I'm using capabilities to save the items, and I'm sure they are registered right. I am opening the container using EntityPlayer#openContainer since it's basically like a chest. Container class: https://pastebin.com/fkRUCkEu Capability Class: https://pastebin.com/ZR96A3bS Edited June 22, 2019 by soravoid Solved Quote
Oscarita25 Posted June 22, 2019 Posted June 22, 2019 (edited) just noticed its 1.14.2 - nevermind (i don't mod on 1.14.2) heh Edited June 22, 2019 by Oscarita25 Quote
Cadiboo Posted June 22, 2019 Posted June 22, 2019 I don’t think that your Capability class should be an ItemStackHandler. Post your code as a working GitHub repository Quote About Me Reveal hidden contents My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.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 Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
soravoid Posted June 22, 2019 Author Posted June 22, 2019 (edited) @Cadiboo https://github.com/soravoid/SparkOn Should I be making my own custom capability? Edited June 22, 2019 by soravoid Quote
soravoid Posted June 22, 2019 Author Posted June 22, 2019 I fixed the problem, I wasn't using the Container passed in ScreenManager#registerFactory. I adjusted it to take in the correct parameters. Marking as solved Quote
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