[RESOLVED]Gui output is acting weird...

Started by KingBugz on

Topic category: Help with Minecraft modding (Java Edition)

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[RESOLVED]Gui output is acting weird...
Tue, 09/17/2019 - 06:50 (edited)

So I have a GUI with procedures set up.

My GUI has 1 input slot, 1 output slot, and one button.

Everything works fine, EXCEPT when I go to take the item from the output slot, instead of removing it from the output slot and allowing me to put it into my inventory it simply removes it from the output slot and puts it back into the input slot...

I do not have the GUI set up to a block inventory, I have made a custom inventory named SpinWheel.

What have I done wrong?

GUI OnButtonClick Procedure

Edited by KingBugz on Tue, 09/17/2019 - 06:50
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I always recommend block…
Mon, 09/16/2019 - 13:22

I always recommend block invins for this kind of stuff, the custom inventories are really finiky and i dont mess with them for that reason, what i would do if i were you is make it so that "Spin" block has the gui inside of it, but when rightclicked will just give you an output slot that does the roll, then when the roll is completed it spawns the item and destroys the block

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Make sure of these things: 1…
Mon, 09/16/2019 - 13:42

Make sure of these things:

1) your custom block has tile entity and inventory checked (with atleast 2 inv slots)

2) Your custom gui is attached to your custom block

Once you're sure those are correct, I recommend you change your gui procedure blocks to block procedure blocks. If you have the gui bound to a block they will work a lot better than the gui procedure blocks

I suggest you to check our…
Mon, 09/16/2019 - 17:39

I suggest you to check our wiki page on how to make GUIs with slots: https://mcreator.net/wiki/making-guis-slots If your GUI does not work after watching the tutorial, you might want to check our example workspace and build from there: https://mcreator.net/modification/42649/fusion-table-procedure-demo

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Thanks, this helped alot,…
Tue, 09/17/2019 - 06:49

Thanks, this helped alot, but I did notice one detail that was so small...yet so big, that once I figured this out it made a HUGE difference in how the slots reacted with each other.

I have circled this detail.

 

This is my original procedure.

Original

This is it fixed.

Fixed

You are welcome, yes = and =…
Tue, 09/17/2019 - 07:20

You are welcome, yes = and == is different

= is for type of item/block checking

== is the same as = plus it requires metadata match