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Posted (edited)

So I'm trying to create a new crafting block. I've already got the recipe, the serialiser, etc. I've taken a look different crafting blocks in vanilla's code (mostly AbstractFunaceTileEntity, as the other blocks are done without a tile), and I keep writing code, getting stuck, then rewriting it, over and over. How would I go about making this work? I have a custom cauldron block, and I want a player to right-click it to add one of the items in the stack they're holding to the tile's inventory, or if they're holding nothing then drop all the items in the inventory. Here's my code so far:

 

Block:

public class LabKauldron extends Block {
	
	public LabKauldron() {
		super(Block.Properties.from(Blocks.CAULDRON)
			.lootFrom(Blocks.CAULDRON)
		);
	}
	
	@Override
	public BlockRenderLayer getRenderLayer() {
		return BlockRenderLayer.CUTOUT;
	}
	
	@Override
	public boolean hasTileEntity(BlockState state) {
		return true;
	}
	
	@Override
	public TileEntity createTileEntity(BlockState state, IBlockReader world) {
		return new LabKauldronTileEntity();
	}
	
	@Override
	public boolean onBlockActivated(BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockRayTraceResult hit) {
		TileEntity tile = world.getTileEntity(pos);
		
		//Do something with the tile
		
	}
}

 

Tile:

public class LabKauldronTileEntity extends TileEntity {
	
	private LazyOptional<IItemHandler> itemHandler = LazyOptional.of(this::createItemHandler);
	
	private ArrayList<CauldronRecipe> recipes = CauldronRecipe.getAllCauldronRecipes();
	private CauldronRecipe currentRecipe;
	
	public LabKauldronTileEntity() {
		super(ModRegistry.TileTypes.LABKAULDRON.get());
	}
	
	@Override
	@SuppressWarnings("unchecked")
    public void read(CompoundNBT tag) {
        CompoundNBT invTag = tag.getCompound("inv");
        itemHandler.ifPresent(h -> ((INBTSerializable<CompoundNBT>) h).deserializeNBT(invTag));
        
        super.read(tag);
    }

	@Override
	@SuppressWarnings("unchecked")
    public CompoundNBT write(CompoundNBT tag) {
        itemHandler.ifPresent(h -> {
			CompoundNBT compound = ((INBTSerializable<CompoundNBT>) h).serializeNBT();
            tag.put("inv", compound);
        });
        
        return super.write(tag);
    }

    private IItemHandler createItemHandler() {
        return new ItemStackHandler(50) {

            @Override
            protected void onContentsChanged(int slot) {
                markDirty();
            }

            @Override
            public boolean isItemValid(int slot, @Nonnull ItemStack stack) {
                return true;
            }
            
        };
    }
}

 

CauldronRecipe:

public class CauldronRecipe implements ICauldronRecipe {
	
	private ResourceLocation id;
	private ItemStack output;
	private int cookingDelay;
	private Ingredient[] ingredients;
	
	public CauldronRecipe(ResourceLocation id, ItemStack output, int cookingDelay, Ingredient... ingredients) {
		this.id = id;
		this.output = output;
		this.cookingDelay = cookingDelay;
		this.ingredients = ingredients;
	}
	
	public ItemStack getIcon() {
		return new ItemStack(Blocks.CAULDRON);
	}
	
	public IRecipeSerializer<?> getSerializer() {
		return ModRegistry.RecipeSerializers.CAULDRON_RECIPE.get();
	}

	@Override
	public boolean matches(RecipeWrapper inv, World world) {
		for(Ingredient ingredient : ingredients) {
			if(ingredient.test(inv.getStackInSlot(0)) == false) {
				return false;
			}
		}
		return true;
	}

	@Override
	public ItemStack getCraftingResult(RecipeWrapper inv) {
		return output;
	}

	@Override
	public ItemStack getRecipeOutput() {
		return output;
	}

	@Override
	public ResourceLocation getId() {
		return id;
	}
	
	@Override
	public Ingredient[] getInputs() {
		return ingredients;
	}
	
	@Override
	public int getCookingDelay() {
		return cookingDelay;
	}
	
	@Override
	public NonNullList<Ingredient> getIngredients() {
		return NonNullList.from(null, getInputs());
	}
	
	public static ArrayList<CauldronRecipe> getAllCauldronRecipes() {
    	ArrayList<CauldronRecipe> recipeList = new ArrayList<CauldronRecipe>();
    	
    	RecipeManager rm = new RecipeManager();
    	for (IRecipe<?> r : rm.getRecipes()) {
			if(r.getType() == ModRecipeTypes.CAULDRON) {
				recipeList.add((CauldronRecipe) r);
			}
		}
    	return recipeList;
    }
}

 

Also, here's the json file for an example recipe:

{
	"type": "labkit:cauldron",

	"inputs": [
		{
			"item": "minecraft:dirt",
			"count": 1
		},
		{
			"tag": "forge:seeds",
			"count": 3
		}
	],

	"cooking_delay": 50,

	"output": {
		"item": "minecraft:grass_block",
		"count": 1
	}
}

This all gets parsed correctly, it's just for reference :)

The order of the inputs doesn't matter to me, I'd just like to know how to check if they equal a recipe's ingredients.

Thanks!

Edited by BlockyPenguin
Clarified the title

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted
15 minutes ago, BlockyPenguin said:

private ArrayList<CauldronRecipe> recipes = CauldronRecipe.getAllCauldronRecipes();

There's no ready to do this, you can just call CauldronRecipe.getAllCauldronRecipes() any time you need them.

If you just want a shorthand, make recipes static.

16 minutes ago, BlockyPenguin said:

private CauldronRecipe currentRecipe;

This is unused.

 

17 minutes ago, BlockyPenguin said:

		for(Ingredient ingredient : ingredients) {
			if(ingredient.test(inv.getStackInSlot(0)) == false) {

"For all required ingredients:
If the stack in slot 0 is not the ingredient:

Recipe is not matched."

 

Uh...

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.

Posted
Quote

private ArrayList<CauldronRecipe> recipes = CauldronRecipe.getAllCauldronRecipes();

The reason I did this is because I heard that RecipeManager#getRecipes() is system intensive, and shouldn't be called too frequently.

currentRecipe will be used to keep track of the recipe that's currently being brewed.

Quote

@Override
public boolean matches(RecipeWrapper inv, World world) {
	for(Ingredient ingredient : ingredients) {
		if(ingredient.test(inv.getStackInSlot(0)) == false) {
			return false;
		}
	}
	return true;
}

Looking at that, I can tell I was tired! 😆
Would this be better?

@Override
public boolean matches(RecipeWrapper inv, World world) {
	for(int i = 0; i <= ingredients.length; i++) {
		Ingredient ingredient = ingredients[i];
		
		if(ingredient.matches(inv.getStackInSlot(i))) {
			return true;
		}
	}
	return false;
}

 

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted
6 hours ago, BlockyPenguin said:

is system intensive, and shouldn't be called too frequently.

Then...

15 hours ago, Draco18s said:

...make recipes static.

 

6 hours ago, BlockyPenguin said:

Would this be better?

Dunno. Does it work?

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.

Posted (edited)
18 hours ago, Draco18s said:

Dunno. Does it work?

Well, by looking at it again, I've changed it to this:

@Override
public boolean matches(RecipeWrapper inv, World world) {
	ArrayList<Boolean> list = new ArrayList<Boolean>();
	for(int i = 0; i <= ingredients.length; i++) {
		Ingredient ingredient = ingredients[i];
		
		if(ingredient.test(inv.getStackInSlot(i))) {
			list.add(true);
		}
	}
	list.add(false);
	
	if(list.contains(false)) {
		return false;
	}
	
	return true;
}

Which will hopefully work better, but I have no way of checking at the moment, I need some way of finding the recipe the player is currently making. Any ideas?

EDIT: Also, how would making recipes static help?

Edited by BlockyPenguin

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted
6 hours ago, BlockyPenguin said:

@Override
public boolean matches(RecipeWrapper inv, World world) {
	ArrayList<Boolean> list = new ArrayList<Boolean>();
	for(int i = 0; i <= ingredients.length; i++) {
		Ingredient ingredient = ingredients[i];
		
		if(ingredient.test(inv.getStackInSlot(i))) {
			list.add(true);
		}
	}
	list.add(false);
	
	if(list.contains(false)) {
		return false;
	}
	
	return true;
}

Lets run through this real fast.

You create a list and loop over your ingredients, adding some number of "true"s to your list.

 

Then, regardless of everything, you add a false.

 

Then you query "is false in this list?"

 

What I mean is, lets remove the loop:

@Override
public boolean matches(RecipeWrapper inv, World world) {
	ArrayList<Boolean> list = new ArrayList<Boolean>();
	
	list.add(false);
	
	if(list.contains(false)) {
		return false;
	}
	
	return true;
}

This will never return true.

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.

Posted
3 hours ago, Draco18s said:

Lets run through this real fast.

You create a list and loop over your ingredients, adding some number of "true"s to your list.

 

Then, regardless of everything, you add a false.

 

Then you query "is false in this list?"

 

What I mean is, lets remove the loop:


@Override
public boolean matches(RecipeWrapper inv, World world) {
	ArrayList<Boolean> list = new ArrayList<Boolean>();
	
	list.add(false);
	
	if(list.contains(false)) {
		return false;
	}
	
	return true;
}

This will never return true.

Oh oops! Thanks for pointing that out. I've changed it to this now:

@Override
public boolean matches(RecipeWrapper inv, World world) {
	ArrayList<Boolean> list = new ArrayList<Boolean>();
	for(int i = 0; i <= ingredients.length; i++) {
		Ingredient ingredient = ingredients[i];
		
		if(ingredient.test(inv.getStackInSlot(i))) {
			list.add(true);
		}else {
			list.add(false);
		}
		
	}
	
	if(list.contains(false)) {
		return false;
	}
	
	return true;
}

 

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted
	for(int i = 0; i <= ingredients.length; i++) {
		Ingredient ingredient = ingredients[i];
		
		if(!ingredient.test(inv.getStackInSlot(i))) {
			return false;
		}
	}

Only one false matters. The problem with your original code was that you weren't using i as your index, but 0. When you changed it to i you also screwed with the boolean check and return values.

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.

Posted
3 hours ago, Draco18s said:

	for(int i = 0; i <= ingredients.length; i++) {
		Ingredient ingredient = ingredients[i];
		
		if(!ingredient.test(inv.getStackInSlot(i))) {
			return false;
		}
	}

Only one false matters. The problem with your original code was that you weren't using i as your index, but 0. When you changed it to i you also screwed with the boolean check and return values.

Ah, okay, thank you so much! I feel like ashamed for not thinking of this earlier! I'm a noob lol.

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted (edited)

Actually, I've changed my mind on `how I want the crafting system to work. I'd like a GUI instead, so I can show more information. I have a basic container and screen class, but I can't seem to get the screen to register (The container I had no issues with). I have this code in my client setup method:

ScreenManager.registerFactory(ModRegistry.ContainerTypes.LABKAULDRON.get(), LabKauldronScreen::new);

But I'm getting this warning from my IDE:

The type LabKauldronScreen does not define LabKauldronScreen(M, PlayerInventory, ITextComponent) that is applicable here.

 

Here's my screen's code:

public class LabKauldronScreen extends ContainerScreen<LabKauldronContainer> {
	public LabKauldronScreen(LabKauldronContainer container, PlayerInventory inv, ITextComponent name) {
		super(container, inv, name);
	}

	public void render(int mouseX, int mouseY, float partialTicks) {
		this.renderBackground();
		super.render(mouseX, mouseY, partialTicks);
		this.renderHoveredToolTip(mouseX, mouseY);
	}
	
	//Draw the foreground layer for the GuiContainer (everything in front of the items)
	protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) {
		this.font.drawString(this.title.getFormattedText(), 8.0F, 6.0F, 4210752);
		this.font.drawString(this.playerInventory.getDisplayName().getFormattedText(), 8.0F, (float)(this.ySize - 96 + 2), 4210752);
	}
	   
	//Draws the background layer of this container (behind the items).
	protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
		GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F);
		this.minecraft.getTextureManager().bindTexture(ModGUITextures.LABKAULDRON_GUI_TEXTURE);
		int relX = (this.width - this.xSize) / 2;
		int relY = (this.height - this.ySize) / 2;
		this.blit(relX, relY, 0, 0, this.xSize, this.ySize);
	}
}

I have no idea what's wrong, I've even copy-pasted from several open-source mods and modified it to my classes. The thing is, the code is exactly the same, and it still produces the same errors...

 

All help appreciated, thanks!

EDIT: Also, I forgot to mention, how would making recipes static help?

Edited by BlockyPenguin

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted
5 hours ago, BlockyPenguin said:

how would making recipes static help?

If your goal is to reduce the fetching time of CauldronRecipe.getAllCauldronRecipes();

Would you rather:

(a) do it every time a new TileEntity is created

(b) once, ever

 

Its not like the recipes change or are otherwise unique per cauldron...

  • Like 1

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.

Posted
5 minutes ago, Draco18s said:

If your goal is to reduce the fetching time of CauldronRecipe.getAllCauldronRecipes();

Would you rather:

(a) do it every time a new TileEntity is created

(b) once, ever

 

Its not like the recipes change or are otherwise unique per cauldron...

Oh, ok, thanks, I understand now! :)

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted (edited)

bump? Just to reclarify, I'm currently asking: why is this not working, and how do I make my block a crafting block?

Edit: I figured out what was wrong with the screen not registering

Edited by BlockyPenguin

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Posted (edited)

bump? How do i give my block crafting abilities?

Edited by BlockyPenguin

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

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