Jump to content

Recommended Posts

Posted

So I have a tile entity which has several 'pages' of slots, and you move to the next page using the forward page and back page buttons. This mostly works apart from the fact that slots seem to only be created when the container is opened. So this means when I press the button, I have to close and re-open the container in order for the container to show the next page of slots. So I was wondering how I would go about causing it to show the next page of slots and hide the current page when I press the button without having to close and re-open the container. I have been trying to look at the Creative Inventory code as well as the Stone-cutter code, but sadly I haven't managed to find anything that works. Thanks in advance.

Posted (edited)
31 minutes ago, diesieben07 said:

When you change slots you have to do it on client and server (as the server needs the correct positions of the slots as well).

So you'll have to send a packet to the server when changing pages and shuffle the slots around there as well.

But how do I actually change the slots? Currently what I am doing to make it page dependent is just (page number * number of slots per page) + index.

Edited by TurtyWurty
Posted (edited)
12 minutes ago, diesieben07 said:

You can either change the slots themselves (i.e. make them point at a different inventory slot), but I am not sure how feasible it is.

You can also just add all slots and just move them around, i.e. move the ones that are not on the current page off-screen (i.e. negative x/y positions). This one might not be viable if you have a lot of slots.

Yea, I have 104 slots per page, so I don't imagine the second option would be a great idea. But by the first option, do you mean to just change the slots index? If so, how would I even go about doing that?

Edited by TurtyWurty

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • So i have a forge modded aternos server that worked just fine for a month untill today it suddenly crashes most of the time giving errors and idk which mod is causing the error or its smth else here is the crash log link https://mclo.gs/gGkzGKT
    • Struggling to decipher a crash report I'm getting in a custom modpack I'm tinkering with. The crash happens on startup, but weirdly, only some of the time. It seems to be related to Steves Carts, but weirdly it only started happening recently, and I can't identify if another mod is conflicting, or why it is only happening some of the time:   java.lang.NullPointerException: Cannot invoke "net.minecraft.world.entity.player.Player.m_20202_()" because "player" is null at vswe.stevescarts.events.OverlayEventHandler.onRenderTick(OverlayEventHandler.java:24) ~[stevescarts-1.20.1-1.1.14.jar%23527!/:1.20.1-1.1.14] {re:classloading} at net.minecraftforge.eventbus.EventBus.doCastFilter(EventBus.java:260) ~[eventbus-6.0.5.jar%23127!/:?] {} at net.minecraftforge.eventbus.EventBus.lambda$addListener$11(EventBus.java:252) ~[eventbus-6.0.5.jar%23127!/:?] {} at net.minecraftforge.eventbus.EventBus.post(EventBus.java:315) ~[eventbus-6.0.5.jar%23127!/:?] {} at net.minecraftforge.eventbus.EventBus.post(EventBus.java:296) ~[eventbus-6.0.5.jar%23127!/:?] {} at net.minecraftforge.event.ForgeEventFactory.onRenderTickEnd(ForgeEventFactory.java:919) ~[forge-1.20.1-47.1.106-universal.jar%23581!/:?] {re:mixin,re:classloading,pl:mixin:APP:modernfix-forge.mixins.json:perf.potential_spawns_alloc.ForgeEventFactoryMixin,pl:mixin:A} at net.minecraft.client.Minecraft.m_91383_(Minecraft.java:1148) ~[client-1.20.1-20230612.114412-srg.jar%23576!/:?] {re:mixin,pl:accesstransformer:B,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick_render_call,xf:fml:xaerominimap:xaero_minecraftclient,xf:fml:xaeroworldmap:xaero_wm_minecraftclient,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick_render_call,xf:fml:xaerominimap:xaero_minecraftclient,xf:fml:xaeroworldmap:xaero_wm_minecraftclient,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.Minecraft.m_91374_(Minecraft.java:718) ~[client-1.20.1-20230612.114412-srg.jar%23576!/:?] {re:mixin,pl:accesstransformer:B,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick_render_call,xf:fml:xaerominimap:xaero_minecraftclient,xf:fml:xaeroworldmap:xaero_wm_minecraftclient,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick,xf:fml:xaeroworldmap:xaero_wm_minecraft_runtick_render_call,xf:fml:xaerominimap:xaero_minecraftclient,xf:fml:xaeroworldmap:xaero_wm_minecraftclient,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.main.Main.main(Main.java:218) ~[minecraft-1.20.1-client.jar:?] {re:mixin,pl:runtimedistcleaner:A,re:classloading,pl:mixin:APP:flywheel.mixins.json:ClientMainMixin,pl:mixin:A,pl:runtimedistcleaner:A}     Including some extra info in case any of it is relevant^. Appreciate any ideas/advice!    
    • Try the JVM argument in this post, just sub xmx/xms numbers for what you want/need allocated.  https://www.reddit.com/r/feedthebeast/s/lzmKUNZFrG I'm having the same issue with a huge modpack using the 3 culprits to your issue.  Let me know if this helps!
    • i have been trying to  lauch a modpack and it crashes in the lauching phase   
    • nope, even the log is the exact same, i also tried with the Dimensional doors just in case and nothing.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.