Posted November 10, 201311 yr 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
November 11, 201311 yr "get buggy" thats the best description of whats wrong that I've ever read If you guys dont get it.. then well ya.. try harder...
November 11, 201311 yr 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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