Posted February 11, 20205 yr Hello! In my code, I am trying to add an nbt tag when an item is taken from my machine. Problem is that the item is not getting the tag, which I know due to how the machine doesn't accept items that have the tag set to a certain value. (Condensed code) public class EnhancementContainer extends Container{ public void updateRepairOutput() { ItemStack itemstack = this.inputSlots.getStackInSlot(0); if (itemstack.isEmpty()) { this.outputSlot.setInventorySlotContents(0, ItemStack.EMPTY); } else { ItemStack itemstack1 = EnhancementContainer.this.inputSlots.getStackInSlot(0); ItemStack itemstack2 = EnhancementContainer.this.inputSlots.getStackInSlot(1); CompoundNBT nbtvenom = itemstack1.getOrCreateChildTag("has_bee_venom"); boolean has_venom = nbtvenom.getBoolean("has_bee_venom"); if (!itemstack2.isEmpty() && itemstack2.getCount() > 0 && !has_venom == true && itemstack2.getItem() == ItemList.bee_venom) { if(itemstack2.getCount() > 0 && itemstack2.getCount() < 4) { CompoundNBT nbt = itemstack1.getOrCreateTag(); nbt.putBoolean("has_bee_venom", true); nbt.putInt("bee_venom_strength", itemstack2.getCount()); itemstack1.write(nbt); itemstack1.setTag(nbt); EnhancementContainer.this.outputSlot.setInventorySlotContents(1, itemstack1); } else { CompoundNBT nbt = itemstack1.getOrCreateTag(); nbt.putBoolean("has_bee_venom", true); nbt.putInt("bee_venom_strength", 1); itemstack1.write(nbt); itemstack1.setTag(nbt); EnhancementContainer.this.outputSlot.setInventorySlotContents(1, itemstack1); } } } } }
February 11, 20205 yr Author 7 hours ago, diesieben07 said: 1.13 brought the flattening, you should prefer separate items rather than NBT tags. So your "has been venom" should be a separate item. Please use IItemHandler instead of IInventory. Why are you calling ItemStack#write? This doesn't make any sense in this context, especially with how you are using it. The problem is that you don't clone the ItemStack, so you have the same stack in multiple slots. Regarding the separate items and tags, I am trying to add data to items, in case, add bee venom to weapons so that they deal poison damage on hit (handled in an event). Should I use a capability instead of nbt tags and if so, how do I attach the capability to items in this container? Thanks for letting me know to get rid of write, switch IItemHandler, and clone the itemstack I'll definitely go do so.
February 11, 20205 yr Author 26 minutes ago, diesieben07 said: I meant the "has_bee_venom" tag should be handled via two separate items. The bee_venom_strength is fine in NBT. Also consider prefixing your NBT tags with your ModID to avoid collisions. I'll definitely prefix the NBT tags, but what exactly do you mean by handling the boolean tag with two separate items?
February 12, 20205 yr Author Alright, so I started implementing the changes, but copying the itemstack still doesn't solve the problem of the tag not applying: (Still trying to figure out how to implement the itemhandler so that's not in yet) public void updateRepairOutput() { ItemStack itemstack = this.inputSlots.getStackInSlot(0); if (itemstack.isEmpty()) { this.outputSlot.setInventorySlotContents(0, ItemStack.EMPTY); } else { ItemStack itemstack1 = EnhancementContainer.this.inputSlots.getStackInSlot(0).copy(); ItemStack itemstack2 = EnhancementContainer.this.inputSlots.getStackInSlot(1); CompoundNBT nbtvenom = itemstack1.getOrCreateChildTag(MoDrops.modid + "has_bee_venom"); boolean has_venom = nbtvenom.getBoolean(MoDrops.modid + "has_bee_venom"); if (!itemstack2.isEmpty() && itemstack2.getCount() > 0 && !has_venom == true && itemstack2.getItem() == ItemList.bee_venom) { if(itemstack2.getCount() > 0 && itemstack2.getCount() < 4) { CompoundNBT nbt = itemstack1.getOrCreateTag(); nbt.putBoolean(MoDrops.modid + "has_bee_venom", true); nbt.putInt(MoDrops.modid + "bee_venom_strength", itemstack2.getCount()); itemstack1.setTag(nbt); EnhancementContainer.this.outputSlot.setInventorySlotContents(1, itemstack1); } else { CompoundNBT nbt = itemstack1.getOrCreateTag(); nbt.putBoolean(MoDrops.modid + "has_bee_venom", true); nbt.putInt(MoDrops.modid + "bee_venom_strength", 1); itemstack1.write(nbt); itemstack1.setTag(nbt); EnhancementContainer.this.outputSlot.setInventorySlotContents(1, itemstack1); } } } } Edited February 12, 20205 yr by OrangeVillager61
February 16, 20205 yr Author On 2/12/2020 at 3:32 AM, diesieben07 said: You are still using IInventory. Please post a working repository of your mod. I'm currently working on figuring out how to make the itemhandler work. Also here's the repo: https://github.com/Orange1861/1.15.2-MoDrops/tree/1.15.2-MoDrops-Beta_Three
February 17, 20205 yr Author 5 hours ago, diesieben07 said: Your repository is not usable because it is missing the build.gradle. Thank you for letting me know, I just added it.
February 17, 20205 yr Author 35 minutes ago, diesieben07 said: Cloned the repo, put the "bone pickaxe" and "bee venom" into the container, took out the pickaxe. Resulting pickaxe itemstack has the tag as can be seen in the player data: Please debug properly before asking for help... Oh, that's how you debugged it? I debugged it by checking the boolean has_venom below: CompoundNBT nbtvenom = itemstack1.getOrCreateChildTag(MoDrops.modid + "has_bee_venom"); boolean has_venom = nbtvenom.getBoolean(MoDrops.modid + "has_bee_venom"); MoDrops.logger.debug(has_venom); I (clearly falsely) assumed that if it was there, it would pass that check. Since the tag is there how would I access the tag correctly?
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