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Posted

In my mod, I add 2 chests that run on 1 class. My problem, is that they get buggy when I place them next to each other. They also get buggy when I place them right next to the vanilla chest.

 

Am I missing something? I looked inside BlockChest and saw some methods. But those methods used a check for block IDs, which shouldn't be a problem.

 

BlockColoredChest:

 

package net.gloriarpg.block;

import net.gloriarpg.Reference;
import net.gloriarpg.tileentity.TileEntityColorChest;
import net.minecraft.block.Block;
import net.minecraft.block.BlockChest;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class BlockColorChest extends BlockChest
{

private String color = "";

public BlockColorChest(int ID, String color)
{

	super(ID, 0);

	this.color = color;

}

public String getColor()
{

	return this.color;

}

@Override
public int getRenderType()
{

	return -1;

}

@Override
public TileEntity createNewTileEntity(World par1World)
{

	return new TileEntityColorChest(this.color);

}

@SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister par1IconRegister)
    {

        this.blockIcon = par1IconRegister.registerIcon(Reference.TEXTURE_START + color + "Chest");
        
    }

}

 

 

Kain

Posted

I guess it "gets buggy" because the normal chest searches for a class of its own type nearby and your chest is extending this class so it will also count as a chest.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

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