Posted April 1, 20205 yr Howdy Folks. I'm creating a container with GUI similar to vanilla chest. Previously I've used IInventory to do that but I hear phrases like "that's deprecated" and "use IItemHandler instead". ItemStackHandler I understand fine, but it doesn't seem to be directly compatible with GUI. What's the "Forge way" to code a chest similar to Vanilla? i.e. currently I'm doing composition to adapt the ItemStackHandler to an IInventory, sometimes in a pretty clumsy way public class TileEntityInventoryBasic extends TileEntity implements IInventory { // Create and initialize the item variable that will store store the item private final int NUMBER_OF_SLOTS = 9; private final ItemStackHandler itemStackHandler = new ItemStackHandler(NUMBER_OF_SLOTS); public TileEntityInventoryBasic() { super(StartupCommon.tileEntityInventoryBasic); clear(); } /* The following are some IInventory methods you are required to override */ // Gets the number of slots in the inventory @Override public int getSizeInventory() { return itemStackHandler.getSlots(); } // returns true if all of the slots in the inventory are empty @Override public boolean isEmpty() { for (int i = 0; i < itemStackHandler.getSlots(); ++i) { if (!itemStackHandler.getStackInSlot(i).isEmpty()) { // isEmpty() return false; } } return true; } // Gets the stack in the given slot @Override public ItemStack getStackInSlot(int slotIndex) { return itemStackHandler.getStackInSlot(slotIndex); } /** * Removes some of the units from itemstack in the given slot, and returns as a separate itemstack * @param slotIndex the slot number to remove the item from * @param count the number of units to remove * @return a new itemstack containing the units removed from the slot */ @Override public ItemStack decrStackSize(int slotIndex, int count) { ItemStack extractedItemStack = itemStackHandler.extractItem(slotIndex, count, false); if (!extractedItemStack.isEmpty()) { markDirty(); } } (etc) and the reason I think I need to do this is because Slot needs an IInventory public class ContainerBasic extends Container { // Stores a reference to the tile entity instance for later use private TileEntityInventoryBasic tileEntityInventoryBasic; for (int x = 0; x < TE_INVENTORY_SLOT_COUNT; x++) { int slotNumber = x; addSlot(new Slot(tileEntityInventoryBasic, slotNumber, TILE_INVENTORY_XPOS + SLOT_X_SPACING * x, TILE_INVENTORY_YPOS)); /// slot requires an IInventory. } } Am I missing something? -TGG
April 1, 20205 yr Use SlotItemHandler instead of Slot. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
April 1, 20205 yr 2 hours ago, TheGreyGhost said: implements IInventory And remove this entirely. 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.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.