Inventory Slot Id Minecraft
Nov 12th, 2020 (edited)
- Callback - (optional) Called when the crafting is complete and your inventory is updated. Bot.writeBook(slot, pages, callback) This function also returns a Promise, with void as its argument upon completion. Slot is in inventory window coordinates (where 36 is the first quickbar slot, etc.). Pages is an array of strings represents the pages.
- You may obtain the IDs either by calling GetInventorySlotInfo, ContainerIDToInventoryID, or from the table below. Note that you should never use these values in AddOns, since they may change. Use GetInventorySlotInfo (invSlotName) to get the current mapping.
Minecraft id and places a block from it under the turtle function selectandplacedown (minecraftid) for slot = 1, 16 do item = turtle. GetItemDetail (slot). They are used in many, many places in Minecraft. Block IDs are used to define blocks placed in the world and inventory items (including items in chests and items dropped in the world). Item IDs are only valid for items. Each inventory slot has a unique slot number.
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- Provides useful utility functions.]]
- -- selectItem() selects the inventory
- -- true if found and false if not
- -- check all inventory slots
- for slot =1,16do
- if item ~=niland item['name'] name then
- returntrue
- end
- returnfalse-- couldn't find item
- -- selectEmptySlot() selects inventory
- -- found, false if no empty spaces
- for slot =1,16do
- turtle.select(slot)
- end
- returnfalse-- couldn't find empty space
- -- number of a given minecraft id item in the inventory
- local total =0
- for slot =1,16do
- if item ~=niland item['name']'minecraft:'.. minecraft_id then
- end
- return total
- -- minecraft id and places a block from it under the turtle
- for slot =1,16do
- if item ~=niland item['name']'minecraft:'.. minecraft_id then
- turtle.placeDown()
- end
- end
- -- in front of the turtle
- if modules.count_inventory()> length * height then
- end
- turtle.up()
- local movingForward =true
- for currentHeight =1, height do
- select_and_place_down()-- Place the block
- turtle.forward()
- elseifnot movingForward and currentLength ~= length then
- end
- if currentHeight ~= height then
- end
- end
- -- done building wall; move to end position
- -- turtle is near the start position
- turtle.forward()
- else
- turtle.forward()
- for currentHeight =1, height do
- end
- returntrue
- -- and a ceiling
- if modules.count_inventory()<(((length -1)* height *2)+
- returnfalse-- not enough blocks
- build_wall(length -1, height)
- turtle.turnRight()
- build_wall(length -1, height)
- turtle.turnRight()
- returntrue
- -- and columns of an area in front and
- -- the provided sweepFunc at each space
- local turnRightNext =true
- for x =1, width do
- sweepFunc()
- -- don't move forward on the last row
- turtle.forward()
- end
- if x ~= width then
- if turnRightNext then
- turtle.forward()
- else
- turtle.forward()
- end
- turnRightNext =not turnRightNext
- end
- if width %20then
- else
- turtle.back()
- turtle.turnLeft()
- turtle.turnRight()
- returntrue
- --for the named block next to the turtle
- local result, block
- for i =1,4do
- if block ~=niland block['name'] name then
- end
- end
- end
- -- puke() puke everything that is in the turtles
- -- inventory out in front of it (hopefully there is
- function puke()
- turtle.select(i)
- end
- -- Check Fuel checks if the turtle has enough fuel.
- -- if not, it asks for fuel in slot 1 and refuels.
- local refueled =false
- if turtle.getFuelLevel()0then
- print('Fuel is empty. Please put fuel in slot 1 and press a key.')
- turtle.select(1)
- else
- end
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