Conversation
1b5efa7 to
85fc43f
Compare
ALongStringOfNumbers
left a comment
There was a problem hiding this comment.
Both the chest and the tank need to override getParticleTexture so that there are breaking particles. For an example of what to return, see MetaTileEntityBuffer.
Both the chest and the tank failed to serialize their NBT when broken, resulting in loss of settings such as the stored item/fluid, if they were active, etc
| public void writeItemStackData(NBTTagCompound itemStack) { | ||
| super.writeItemStackData(itemStack); | ||
| ItemStack stack = this.handler.getStackInSlot(0); | ||
| if (stack != null && stack.getCount() > 0) { |
There was a problem hiding this comment.
This should check if the stack is not empty instead of the stack not being null. Because getStackInSlot pulls from a NonNull List
|
|
||
| private int itemsPerCycle = 1; | ||
| private int ticksPerCycle = 1; | ||
| private final ItemStackHandler handler = new ItemStackHandler(1); |
There was a problem hiding this comment.
What do you think about overriding getSlotLimit for this ItemStackHandler to return 1, just for a nicer display when adding something to the slot. Right now if you click in a stack of 4 of an item, the slot will display the stack of 4, which might be a bit confusing considering that the amount produced is set by the field entry and not the stacksize in the slot.
Simply adds creative chests and creative tanks to the game, which act much like creative emitters. They are configurable in which item/fluid is outputted, the quantities outputted each "cycle", and the length in ticks of said "cycle".
2021-12-12.11-01-40.mp4