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Featured Replies

36 minutes ago, RaphGamingz said:

How do i make a gui that stores item appear when a item is clicked like an inventory in an item

Override Item#onItemRightClick in your Item class and call NetworkHooks.openGui to open the ContainerScreen and Container for your gui.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author
3 hours ago, Animefan8888 said:

Override Item#onItemRightClick in your Item class and call NetworkHooks.openGui to open the ContainerScreen and Container for your gui.

How can I also make a gui open when a key is pressed. And show the same inventory. Do I need a keybind

And the inventory wouldn't be stored in the item 

Edited by RaphGamingz
More info

  • Author
On 10/14/2019 at 3:15 PM, Animefan8888 said:

Override Item#onItemRightClick in your Item class and call NetworkHooks.openGui to open the ContainerScreen and Container for your gui.

how do i store the inventory and what do i put for the open gui parameter inamedcontainerprovider

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19 hours ago, diesieben07 said:

Yes, you need a key binding. However note that key bindings are client-side only, so if your GUI has a server-component at all you need to send a custom packet to the server when your key binding is triggered and then open the GUI on the server.

how do i do that? 

Just now, RaphGamingz said:

how do i store the inventory

In Item#initCapabilities return an ICapabilitySerializable that exposes an LazyOptional<IItemHandler>.

 

2 minutes ago, RaphGamingz said:

what do i put for the open gui parameter inamedcontainerprovider

Your own instance of INamedContainerProvider.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author
26 minutes ago, Animefan8888 said:

In Item#initCapabilities return an ICapabilitySerializable that exposes an LazyOptional<IItemHandler>.

wait, would that be a class that implements icapabiltyserializable

 

Quote

Your own instance of INamedContainerProvider.

and the same for the inamedcontainerprovider

Edited by RaphGamingz
more

  • Author

java.lang.ClassCastException: net.minecraft.client.entity.player.ClientPlayerEntity cannot be cast to net.minecraft.entity.player.ServerPlayerEntity

        at raph.RandomAdditions.items.floatingChest.FloatingChest.onItemRightClick(FloatingChest.java:21) ~[main/:?] {re:classloading}

is this a normal errror? 

  • Author
public class FloatingChest extends Item {
	public FloatingChest() {
        super(new Item.Properties().group(RandomAdditions.CUSTOMITEMGROUP));
        setRegistryName(ModRegistries.location("floating_chest"));
	}
	@Override
	public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) {
		NetworkHooks.openGui((ServerPlayerEntity) playerIn, new FloatingChestCapability());
		return super.onItemRightClick(worldIn, playerIn, handIn);
	}
}
public class FloatingChestContainer extends Container {

    private IItemHandler playerInventory;

    public FloatingChestContainer(int windowId, PlayerInventory playerInventory, PlayerEntity player) {
        super(ModItems.floating_chest_container, windowId);
        this.playerInventory = new InvWrapper(playerInventory);
        addSlotBox(new InvWrapper(player.getInventoryEnderChest()), 0, 8, 18, 9, 18, 3, 18);
        layoutPlayerInventorySlots(8, 86);
    }

    @Override
    public boolean canInteractWith(PlayerEntity playerIn) {
        return true;
    }


    private int addSlotRange(IItemHandler handler, int index, int x, int y, int amount, int dx) {
        for (int i = 0 ; i < amount ; i++) {
            addSlot(new SlotItemHandler(handler, index, x, y));
            x += dx;
            index++;
        }
        return index;
    }

    private int addSlotBox(IItemHandler handler, int index, int x, int y, int horAmount, int dx, int verAmount, int dy) {
        for (int j = 0 ; j < verAmount ; j++) {
            index = addSlotRange(handler, index, x, y, horAmount, dx);
            y += dy;
        }
        return index;
    }

    private void layoutPlayerInventorySlots(int leftCol, int topRow) {
        // Player inventory
        addSlotBox(playerInventory, 9, leftCol, topRow, 9, 18, 3, 18);

        // Hotbar
        topRow += 58;
        addSlotRange(playerInventory, 0, leftCol, topRow, 9, 18);
    }

    public ItemStack transferStackInSlot(PlayerEntity 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 < 3 * 9) {
              if (!this.mergeItemStack(itemstack1, 3 * 9, this.inventorySlots.size(), true)) {
                 return ItemStack.EMPTY;
              }
           } else if (!this.mergeItemStack(itemstack1, 0, 3 * 9, false)) {
              return ItemStack.EMPTY;
           }

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

        return itemstack;
     }
}
public class FloatingChestScreen extends ContainerScreen<FloatingChestContainer> {

	private ResourceLocation GUI = ModRegistries.location("textures/gui/floating_chest_gui.png");
	private final int inventoryRows;
	
	public FloatingChestScreen(FloatingChestContainer screenContainer, PlayerInventory inv, ITextComponent titleIn) {
		super(screenContainer, inv, titleIn);
		this.inventoryRows = 3;
		this.ySize = 114 + this.inventoryRows * 18;
	}

	@Override
    public void render(int mouseX, int mouseY, float partialTicks) {
        this.renderBackground();
        super.render(mouseX, mouseY, partialTicks);
        this.renderHoveredToolTip(mouseX, mouseY);
    }

    @Override
    protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) {
    	this.font.drawString("Floating Chest", 8.0F, 6.0F, 4210752);
    	this.font.drawString(this.playerInventory.getDisplayName().getFormattedText(), 8.0F,(float) this.ySize - 96 + 2, 4210752);
    }

    @Override
    protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
        GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F);
        this.minecraft.getTextureManager().bindTexture(GUI);
        int relX = (this.width - this.xSize) / 2;
        int relY = (this.height - this.ySize) / 2;
        this.blit(relX, relY, 0, 0, this.xSize, this.inventoryRows * 18 + 17);
        this.blit(relX, relY + this.inventoryRows * 18 + 17, 0, 126, this.xSize, 96);
    }
}
public class FloatingChestCapability implements INamedContainerProvider {
	
	@Override
	public Container createMenu(int i, PlayerInventory playerInventory, PlayerEntity playerEntity) {
		return new FloatingChestContainer(i, playerInventory, playerEntity);
	}

	@Override
	public ITextComponent getDisplayName() {
		return new StringTextComponent("");
	}
	//add capability later
}

 

  • Author

what do i put in icapabilityserializable#serializeNBT and deserializeNBT to make the items save on a custom itemhandler

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