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nbt examples


blinky000

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my first problem is onItemUse  seems to fire twice , maybe click, and release click? 

	public ActionResultType onItemUse(ItemUseContext context) {
		   World world = context.getWorld();
		   Direction facing = context.getFace().getOpposite();
		   BlockPos newPos = context.getPos();
		   BlockPos pos = newPos;
		   
		   
		   // first use
		   ItemStack iStack = context.getItem();
		   CompoundNBT nbtTagCompound = iStack.getTag();
		   if (nbtTagCompound == null) {
			   nbtTagCompound = new CompoundNBT();
		       iStack.setTag(nbtTagCompound);

		       nbtTagCompound.putBoolean("first", true);
		       nbtTagCompound.putInt("x", pos.getX());
		       nbtTagCompound.putInt("y", pos.getY());
		       nbtTagCompound.putInt("z", pos.getZ());
		       nbtTagCompound.putInt("face", facing.getHorizontalIndex());
		       return ActionResultType.SUCCESS;
		  	}

		   // second use
		   pos = new BlockPos(nbtTagCompound.getInt("x"), nbtTagCompound.getInt("y"), nbtTagCompound.getInt("z") );

 

 

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If i understand correctly , the tag data is saved in the game data.  How to i make sure at the start of a new game the tag is nulled out  or deleted?

or  after i finish using the item?

 

Edited by blinky000
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That makes no sense. Why would you want to clear the data just because the player logged out and logged back in again?

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.

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53 minutes ago, blinky000 said:

bad phrasing ,  when i reload the world, the data from the tag is still there from the last session.  Is the a way when a new session is started to have the tag deleted

you could simply not store the data in the first place? then there will be no data when the world loads

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im having an issue  , where the sequence of things is out of order.  where im expecting the first click, it's on the 2nd.  Maybe on need better logic.  just thinking if i new on reload make it easier to know im in the correct order

 

d.

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Sorry, I'm telepathetic, not telepathic. You're going to explain this to your local rubber duck.

  • Haha 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.

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57 minutes ago, blinky000 said:

Its at the top of the post

this is the top of the post:

On 4/15/2021 at 10:01 PM, blinky000 said:

anybody know of some good nbt examples for 1.16

please be clearer

also, if your issue with "nbt examples" has been solved, and now you're facing a different issue, you should make new thread

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this post has gone strange.

you sent me to https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe12_item_nbt_animate

I have been working off of that.

 

what i want to do is:  item first click save position && facing  , send click get the new position ,  execute code using those positions.

I'm starting over from the top trying to understand TheGreyGhost code.

 

Ty for you patience.

 

 

 

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54 minutes ago, blinky000 said:

this post has gone strange.

you sent me to https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe12_item_nbt_animate

I have been working off of that.

what i want to do is:  item first click save position && facing  , send click get the new position ,  execute code using those positions.

I'm starting over from the top trying to understand TheGreyGhost code.

Ty for you patience

I think I understand now what you're trying to do, but correct me if I'm mistaken:

you want to store a position in a nbt on an ItemStack when that Item is used, andafterwards, use of the stored values?

you could store a boolean that holds the "state" of the nbt in it, in one state you would store a position, and in the other you would execute something now that you have a position.

I don't know what you can do to clear the nbt when the world is reloaded however, as that's not a common behaviour to expect

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thats pretty much it.  the problem i was running into,  if the sequence is broken (game crash, switching to a new item or block, re-logging in) that the next use would start over  to the first state.

TheGreyGhost code, after the gem was used it was destroyed , so no issues about starting over

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On 4/19/2021 at 9:51 PM, blinky000 said:

thats pretty much it.  the problem i was running into,  if the sequence is broken (game crash, switching to a new item or block, re-logging in) that the next use would start over  to the first state.

TheGreyGhost code, after the gem was used it was destroyed , so no issues about starting over

perhaps the method you're going after is all wrong...  like thinking a mechanically aligned & operated laser is the right tool for the job when a pair of scissors is better adjusted for opening your packages.

I'm not the sharpest of a bunch.... but it sounds like you're after some world edit functionality, or extending the native commands in minecraft.

perhaps rethinking what you're really doing with the tool, and exactly how ya using it might help you a bit.

 

I'm sorta confused myself...  if it's a wand tool that works as world edit.. and if it's purpose is to select two points & you call a command to be ran...   Why don't you just store/modify the tooltip with a string of numbers? 

--  eh, far as I can know I would consider rethinking how an item is used,  and limiting it to one item only (that otherwise isn't used for clicking on things.

You know that you can separate the 'clicks' right?
- a click, can 'delete' the prior data & store a new set of cords,
- a 'Shift' click, could get 2nd cords, do it's thing... and delete the data as well. >.>

On 4/19/2021 at 9:51 PM, blinky000 said:

thats pretty much it.  the problem i was running into,  if the sequence is broken (game crash, switching to a new item or block, re-logging in) that the next use would start over  to the first state.

TheGreyGhost code, after the gem was used it was destroyed , so no issues about starting over

if that's the thing,  maybe consider setting up clear conditions 'after' it has done it's thing, & on each 'first' click before it stores new info.

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cpw.mods.modlauncher.serviceapi.ILaunchPluginService.processClassWithFlags(ILaunchPluginService.java:156) ~[modlauncher-9.1.3.jar:9.1.3+9.1.3+main.9b69c82a] {}     at cpw.mods.modlauncher.LaunchPluginHandler.offerClassNodeToPlugins(LaunchPluginHandler.java:88) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.modlauncher.ClassTransformer.transform(ClassTransformer.java:120) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.modlauncher.TransformingClassLoader.maybeTransformClassBytes(TransformingClassLoader.java:50) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.readerToClass(ModuleClassLoader.java:113) ~[securejarhandler-1.0.8.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.lambda$findClass$15(ModuleClassLoader.java:219) ~[securejarhandler-1.0.8.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.loadFromModule(ModuleClassLoader.java:229) ~[securejarhandler-1.0.8.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.findClass(ModuleClassLoader.java:219) ~[securejarhandler-1.0.8.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.loadClass(ModuleClassLoader.java:135) ~[securejarhandler-1.0.8.jar:?] {}     at java.lang.ClassLoader.loadClass(ClassLoader.java:520) ~[?:?] {}     at net.minecraft.client.renderer.block.BlockRenderDispatcher.<init>(BlockRenderDispatcher.java:50) ~[client-1.18.2-20220404.173914-srg.jar%23126!/:?] {re:mixin,xf:OptiFine:default,re:classloading,xf:OptiFine:default,pl:mixin:APP:farmersdelight.mixins.json:HideBlockBreakProgressMixin,pl:mixin:A}     at net.minecraft.client.Minecraft.<init>(Minecraft.java:501) ~[client-1.18.2-20220404.173914-srg.jar%23126!/:?] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:bookshelf.common.mixins.json:client.AccessorMinecraft,pl:mixin:APP:blueprint.mixins.json:client.MinecraftMixin,pl:mixin:APP:ars_nouveau.mixins.json:light.ClientMixin,pl:mixin:APP:flywheel.mixins.json:PausedPartialTickAccessor,pl:mixin:APP:iceberg.mixins.json:MinecraftMixin,pl:mixin:APP:byg_forge.mixins.json:client.MixinMinecraft,pl:mixin:APP:create.mixins.json:client.WindowResizeMixin,pl:mixin:APP:ars_nouveau.mixins.json:camera.MinecraftMixin,pl:mixin:A,pl:runtimedistcleaner:A}   mods list : abnormals_delight-1.18.2-3.0.2.jar alexsabnormalities-1.2.3.jar alexsdelight-1.18.2-1.3.3.jar alexsmobs-1.18.6.jar Apotheosis-1.18.2-5.8.0.jar appleskin-forge-mc1.18.2-2.4.1.jar aquamirae-5.api10.jar ars_creo-1.18.2-2.2.0.jar ars_elemental-1.18.2-0.4.9.9.jar ars_instrumentum-1.18.2-2.4.2.jar ars_nouveau-1.18.2-2.9.0.jar blockui-1.18.2-0.0.71-ALPHA.jar blueprint-1.18.2-5.5.0.jar Bookshelf-Forge-1.18.2-13.3.56.jar born_in_chaos_[Forge]1.18.2_1.13.jar carryon-1.18.2-1.17.1.11.jar citadel-1.11.3-1.18.2.jar Clumps-forge-1.18.2-8.0.0+17.jar CNB-1.18.2-1.5.3.jar create-1.18.2-0.5.1.b.jar curios-forge-1.18.2-5.0.9.0.jar Delightful-1.18.2-2.6.jar domum_ornamentum-1.18.2-1.0.50-ALPHA-universal.jar Droplight-1.18.2-forge-1.0.7.jar DungeonsArise-1.18.2-2.1.52-release.jar EnchantmentDescriptions-Forge-1.18.2-10.0.12.jar FarmersDelight-1.18.2-1.2.1.jar flywheel-forge-1.18.2-0.6.8.a.jar forbidden_arcanus-1.18.2-2.1.2.jar GatewaysToEternity-1.18.2-2.3.0.jar geckolib-forge-1.18-3.0.57.jar Goblins_Dungeons_1.0.8.jar Highlighter-1.18.1-1.1.2.jar iceandfire-2.1.12-1.18.2-beta2.jar Iceberg-1.18.2-forge-1.0.49.jar illageandspillage-1.18.2-1.1.3.jar incubation-1.18.2-2.0.2.jar Jade-1.18.2-forge-5.3.0.jar JadeAddons-1.18.2-forge-2.5.0.jar jei-1.18.2-forge-10.2.1.1004.jar largemeals-1.18.2-2.0.jar LegendaryTooltips-1.18.2-1.3.1.jar list.txt L_Enders Cataclysm-0.51-changed Them -1.18.2.jar MaxHealthFix-Forge-1.18.2-5.0.1.jar minecolonies-1.18.2-1.0.966-RELEASE.jar MouseTweaks-forge-mc1.18-2.21.jar multi-piston-1.18.2-1.2.15-ALPHA.jar obscure_api-10.jar Oh_The_Biomes_You'll_Go-forge-1.18.2-1.4.7.jar overweightfarming-1.18.2-1.6.0-forge.jar Patchouli-1.18.2-71.1.jar Placebo-1.18.2-6.6.7.jar preview_OptiFine_1.18.2_HD_U_H9_pre3.jar Prism-1.18.2-1.0.1.jar rottencreatures-forge-1.18.2-1.0.0.jar scannable-1.18.2-forge-1.7.6+135af8a.jar sophisticatedbackpacks-1.18.2-3.18.52.846.jar sophisticatedcore-1.18.2-0.5.68.310.jar stalwart-dungeons-1.18.2-1.2.8.jar structurize-1.18.2-1.0.448-ALPHA.jar takesapillage-1.0.3-1.18.2.jar TerraBlender-forge-1.18.2-1.2.0.126.jar tombstone-7.6.5-1.18.2.jar upgrade_aquatic-1.18.2-4.0.0.jar valhelsia_core-forge-1.18.2-0.4.0.jar XaerosWorldMap_1.30.3_Forge_1.18.2.jar YungsApi-1.18.2-Forge-2.2.9.jar YungsBetterDesertTemples-1.18.2-Forge-1.3.1.jar YungsBetterDungeons-1.18.2-Forge-2.1.0.jar YungsBetterMineshafts-1.18.2-Forge-2.2.jar YungsBetterOceanMonuments-1.18.2-Forge-1.0.3.jar YungsBetterStrongholds-1.18.2-Forge-2.1.1.jar   I heard that you guys are the best in minecraft thx very much
    • How do I scale gui elements without scaling everything? When i tried matrices.scale(scale, scale, scale), it scaled the whole gui.
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