Posted October 21, 20205 yr I found a very stupid way to save my (Screen) data for each block instead of using (ContainerScreen) public class Mp3Gui extends Screen { ... public class BlockMp3 extends BlockBase { @Override public ActionResultType onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit) { if (!worldIn.isRemote){ Mp3TileEntity t = (Mp3TileEntity) worldIn.getTileEntity(pos); System.out.println("server send Gui packet"); MySimpleNetworkHandler.INSTANCE.send(PacketDistributor.PLAYER.with(() -> (ServerPlayerEntity)player), new GuiDataPacket(my gui data); return ActionResultType.SUCCESS; } else { f(worldIn,pos); } return ActionResultType.SUCCESS; } //Use this to cheat the inspection @OnlyIn(Dist.CLIENT) private static void f(World worldIn, BlockPos pos){ System.out.println("client open gui"); Mp3Gui mp3Gui = new Mp3Gui((Mp3TileEntity) worldIn.getTileEntity(pos)); Minecraft.getInstance().displayGuiScreen(mp3Gui); } and in dataPacket public class GuiDataPacket { public static void handle(GuiDataPacket msg, Supplier<NetworkEvent.Context> ctx) { ctx.get().enqueueWork(() -> { World world; try { //clint to server ServerPlayerEntity sender = ctx.get().getSender(); //at client it will produce null pointer exception world = sender.world; } catch (NullPointerException e){ //server to client world = getClientWorld(); } if (!world.isRemote) { System.out.println("server receive gui packet"); if (world.getTileEntity(msg.blockPos) instanceof Mp3TileEntity) { Mp3TileEntity mp3TileEntity = ((Mp3TileEntity) world.getTileEntity(msg.blockPos)); set my tile entity } } if (world.isRemote){ System.out.println("client receive gui packet"); if (world.getTileEntity(msg.blockPos) instanceof Mp3TileEntity) { Mp3TileEntity mp3TileEntity = ((Mp3TileEntity) world.getTileEntity(msg.blockPos)); set my tile entity } } }); ctx.get().setPacketHandled(true); } //Use this to cheat the inspection @OnlyIn(Dist.CLIENT) private static World getClientWorld(){ return Minecraft.getInstance().world; } it does work. Edited October 21, 20205 yr by nooblong
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