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I'm trying to attach a 3-slot inventory to an ItemStack for one of the Items in my mod. So far I've got it rendering properly, and hovering over the squares highlights them in the right places and items from the player's inventory show in the right spots.

 

But I can't pick up anything in the inventory - when I click something it gets picked up and placed back down immediately (and also, in the background, the "hitting" animation with the item fires). 

 

Here's the code for the Container:

 

Spoiler

public class MysticCodeInventory extends Container {
    ItemStackHandler codeInventory;
    IInventory playerInventory;

    public MysticCodeInventory(ItemStackHandler ci, IInventory pi, EntityPlayer player) {
        codeInventory = ci;
        playerInventory = pi;

        this.addSlotToContainer(new SlotItemHandler(codeInventory, 0, 44, 20)
        {
            public boolean isItemValid(ItemStack stack) {
                return stack.getItem() instanceof SpellScroll && !this.getHasStack();
            }
            @SideOnly(Side.CLIENT)
            public boolean isEnabled()
            {
                return true;
            }
        });
        this.addSlotToContainer(new SlotItemHandler(codeInventory, 1, 80, 20)
        {
            public boolean isItemValid(ItemStack stack) {
                return stack.getItem() instanceof SpellScroll && !this.getHasStack();
            }
            @SideOnly(Side.CLIENT)
            public boolean isEnabled()
            {
                return true;
            }
        });

        this.addSlotToContainer(new SlotItemHandler(codeInventory, 2, 116, 20)
        {
            public boolean isItemValid(ItemStack stack) {
                return stack.getItem() instanceof SpellScroll && !this.getHasStack();
            }
            @SideOnly(Side.CLIENT)
            public boolean isEnabled() {
                return true;
            }
        });


        for (int i1 = 0; i1 < 3; ++i1)
        {
            for (int k1 = 0; k1 < 9; ++k1)
            {
                this.addSlotToContainer(new Slot(playerInventory, k1 + i1 * 9 + 9, 8 + k1 * 18, i1 * 18 + 51));
            }
        }

        for (int j1 = 0; j1 < 9; ++j1)
        {
            this.addSlotToContainer(new Slot(playerInventory, j1, 8 + j1 * 18, 109));
        }

    }

    @Override
    public boolean canInteractWith(EntityPlayer playerIn) {
        return playerIn != null && !playerIn.getHeldItemMainhand().isEmpty() && playerIn.getHeldItemMainhand().getItem() instanceof MysticCode;
    }


    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 < this.codeInventory.getSlots())
            {
                if (!this.mergeItemStack(itemstack1, this.codeInventory.getSlots(), this.inventorySlots.size(), true))
                {
                    return ItemStack.EMPTY;
                }
            }
            else if (!this.mergeItemStack(itemstack1, 0, this.codeInventory.getSlots(), false))
            {
                return ItemStack.EMPTY;
            }

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

        }
        return itemstack;
    }

}

Here's the relevant code from the item class:

 

Spoiler

@Nullable
@Override
public ICapabilityProvider initCapabilities(ItemStack stack, @Nullable NBTTagCompound nbt) {
    return new MysticCodeInventoryProvider();
}

@Override
public int getItemStackLimit(ItemStack stack) {
    return 1;
}



@Override
public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) {
    if (playerIn.isSneaking()) {
        if (worldIn.isRemote) {
            MahouTsukaiMod.proxy.openMysticCodeGUI(worldIn, playerIn.getHeldItem(handIn), true);
        }
    } else {
        playerIn.setActiveHand(handIn);
    }
    return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, playerIn.getHeldItem(handIn));

}

@Override
public void readNBTShareTag(ItemStack stack, NBTTagCompound nbtt) {
    IItemHandler itemHandler = stack.getCapability(MysticCodeInventoryProvider.MYSTIC_CODE_INVENTORY, null);
    IItemHandler serverHandler = new ItemStackHandler(3);
    if (nbtt != null) {
        MysticCodeInventoryProvider.MYSTIC_CODE_INVENTORY.getStorage().readNBT(MysticCodeInventoryProvider.MYSTIC_CODE_INVENTORY, serverHandler, null, nbtt);
        if (itemHandler != null) {
            for (int i = 0; i < itemHandler.getSlots(); i++) {
                serverHandler.insertItem(i, itemHandler.getStackInSlot(i), false);
            }
        }
    }
}

I also register the capability in the attach capability event for ItemStacks. 

 

Is there something obvious I'm missing that would prevent me from picking items up? When I followed the "picking up" action in debug mode, it went through Container.slotClick() on both the client and server, and I could see the item being picked up on the client. But on the server it seemed to be picking up air.

 

Also, shift clicking the item does successfully put move the item from the hotbar to the inventory, and then it disappears after I close the inventory, but that's probably a bug for after whatever is stopping me from picking things up in the first place.

Posted (edited)

I think it's something with the slot index. Debugging further, on the client it says it's getting slot "5" but on the server it's getting slot "35". In the "slotClick()" method, that is.

Edited by stepsword
Posted
2 hours ago, diesieben07 said:

This is not how you open an inventory GUI.

 

You need to register an IGuiHandler and call EntityPlayer#openGui on the server.

Thanks! Got it working after doing this. Had no idea that even existed.

 

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  | 1.12.2             | WoolToString-1.12.2-1.0.0.jar                 | None                                     |     | L     | zombieawareness          | 1.12.1-1.11.16     | zombieawareness-1.12.1-1.11.16.jar            | None                                     |     | L     | betteranimalsplus        | 9.0.1              | betteranimalsplus-1.12.2-9.0.1.jar            | None                                     |     | L     | orelib                   | 3.6.0.1            | OreLib-1.12.2-3.6.0.1.jar                     | None                                     |     Loaded coremods (and transformers):  DCLoadingPlugin (DummyCoreUnofficial-2.4.112.3.jar)   DummyCore.ASM.DCASMManager HCASM (HammerLib-1.12.2-2.0.6.23.jar)   com.zeitheron.hammercore.asm.HammerCoreTransformer     Profiler Position: N/A (disabled)     Is Modded: Definitely; Server brand changed to 'fml,forge'     Type: Dedicated Server (map_server.txt)
    • Hey! I noticed you're trying to register your alexandrite item and possibly set its resource location manually with setId(...). I wanted to help clarify a few things that might simplify your code and avoid errors. ✅ The issue: You're using setId(...) inside the item registration like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties().useItemDescriptionPrefix() .setId(ResourceKey.create(Registries.ITEM, ResourceLocation.fromNamespaceAndPath(TutorialMod.MOD_ID, "alexandrite"))))); But: Item.Properties does not have a setId(...) method — this line will either fail or do nothing meaningful. useItemDescriptionPrefix() is mostly used for translation keys (like "item.modid.name") but isn't needed unless you have a very specific reason. 🛠 The fix: You only need to register your item like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); Forge automatically handles the ResourceLocation (modid:alexandrite) based on the name passed into .register(...), so there’s no need to manually assign it. 📝 For the texture: Make sure you have this file in your resources: src/main/resources/assets/tutorialmod/models/item/alexandrite.json { "parent": "item/generated", "textures": { "layer0": "tutorialmod:item/alexandrite" } } And your texture PNG goes here: src/main/resources/assets/tutorialmod/textures/item/alexandrite.png 🌍 For the name in-game: Add this to your en_us.json under: src/main/resources/assets/tutorialmod/lang/en_us.json { "item.tutorialmod.alexandrite": "Alexandrite" }   Note: if im wrong about the issues you are encountering, i apologize.
    • 🛠️ Fix for Transparent or Clipping Item Render Issues When Held in First Person (Forge 1.20+) Hey everyone! I recently ran into a frustrating bug while making a custom item (a rocket) for my Forge mod, and I’m sharing the fix because it’s a bit obscure — and it worked wonders. 💥 The Problem: My item rendered semi-transparent and see-through — but only in first person. It also clipped through nearby blocks when held, unlike default items like swords or leads. The texture file was confirmed to be fully opaque (alpha 255), so the issue wasn’t the PNG itself. Interestingly, when no texture was present and the default purple-black checkerboard appeared, the clipping issue disappeared. ✅ The Fix: I ended up resolving it by randomly trying something I found on a Forge forum post about block rendering. I added this property to my item's model JSON — even though it's typically only used for blocks: { "parent": "item/generated", "textures": { "layer0": "farbeyond:item/rocket_item" }, "render_type": "minecraft:cutout" } Boom. That single line forced the item to render using a proper opaque (cutout) layer, removing all the unwanted transparency and clipping behavior in first person. 🙌 Credit: I originally found the "render_type" trick mentioned here, in a block rendering context: 👉 https://forums.minecraftforge.net/topic/149644-1201-help-with-transparent-blocks/ Even though it was meant for blocks, I thought, why not try it on an item? And it worked! Big thanks to the poster — this fix wouldn’t have happened without that tip. Hopefully this helps anyone else stuck on a weird rendering bug like I was. This isn’t a common item solution, so feel free to share it further. I’d love to know if it works for you too.
    • Use Java 21 instead of Java 24   Also make a test without modernfix
    • Ive been on this world for 2 days now, my computer blue screens pretty often so maybe that has something to do with it. maybe just incompatible mods like a lot of people so im hoping someone more knowledgeable can help me find what i need to get rid of. thank you! paste bin
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