Gold Chest
alaindustrial:gold_chest
Summary
The Gold Chest is a storage block with 54 slots (6 rows of 9) — one whole row more than the Silver Chest. It uses no energy; it's the "civilian" tier of the storage line, the step above silver. Craft it by putting a silver chest in the center of a crafting grid and surrounding it with 8 gold ingots. It looks like a proper 3D chest with an animated lid (same shape as the vanilla wooden, iron and silver chests, but gold-coloured) and the same metallic open/close sound as the iron chest. Like the lower tiers, it's a pure content block with no energy hookup — only storage inside.
Inventory
The chest takes any items — 54 slots across 6 rows of 9. Your inventory shows below it as usual. Shift-click moves items between the chest and your inventory.
| Slots | Accepts | Count |
|---|---|---|
| Storage | any items | 54 (6 rows × 9) |
| Player inventory | — | 27 + 9 (hotbar), drawn from the texture |
Interface
A normal container window — no energy or progress bars (the chest is not a machine). The window is taller than the silver chest's because of the sixth row; both labels — "Gold Chest" above the chest grid and "Inventory" below it — sit on the left. Type: container (GoldChestMenu,). GUI atlas: assets/alaindustrial/textures/gui/container/gold_chest.png (256×256, visible area 176×220 — taller than silver's 202 due to the 6th row). No energy/progress bars (the chest is not a machine). Both labels on the left: the "Gold Chest" title above the chest grid (titleLabelX = 8) and the "Inventory" label in the gap between the chest and the player inventory (inventoryLabelX = 8, inventoryLabelY = 128).
Rendering and animation
In the world it's a volumetric 3D chest on its own gold.png texture, with a lid that smoothly opens and closes — exactly like the vanilla wooden chest and the previous mod tiers, just gold-coloured. The inventory icon is volumetric too. 3D model: reuses the vanilla chest model (lid / lock / body), baked from its own layer. Texture — assets/alaindustrial/textures/entity/chest/gold.png (64×64, vanilla entity/chest/normal layout). Fed through the same path as the vanilla chests — correct depth, culling and mipmaps (no white outline). Lid animation: openness is smoothly interpolated by the client ticker; the easing curve matches vanilla (1 - (1-open)³). Facing rotation: the chest rotates to face the player on placement (yaw around the center-top). Item icon — 3D render of the chest (items/gold_chest.json).
Sound
The open and close sounds reuse the iron chest samples (iron_chest_open / iron_chest_close) — the metallic sound is shared across all tiers, just like the vanilla wooden sound is shared across all wood variants. There are no separate gold_chest_open/close events, so the subtitles show "Iron Chest opens/closes". Volume 0.42 (like the previous tiers — quieter than vanilla's 0.5), random pitch 0.9–1.0. Sounds: ModSounds.IRON_CHEST_OPEN / ModSounds.IRON_CHEST_CLOSE (no separate gold keys).
Block properties
The chest is squat — not a full cube but a 14×14×14 column (like all vanilla chests and the previous tiers). It breaks with any pickaxe, drops itself when destroyed and spills all of its contents. The block properties are identical to the iron and silver chests (same shape, same hardness).
| Field | Value |
|---|---|
| Shape | squat 14×14×14 column (not a full cube, like vanilla chests); neighbors don't cull their faces against it — the render is correct, no "x-ray" |
| Hardness | 3.0 |
| Blast resistance | 6.0 |
| Tool | pickaxe (no tier gate — any) |
| Facing | horizontal, rotated to face the player on placement |
| Render shape | MODEL (a 3D chest is drawn on top of the block) |
| Drop | self via loot table; the inventory contents spill on break |
| Sounds | iron_chest_open / iron_chest_close (reused, see §Sound) |
Recipes
Crafted at a crafting table: a silver chest in the center, surrounded by 8 gold ingots — the same "previous tier + 8 ingots" pattern as the lower tiers (copper + 8 iron → iron, iron + 8 silver → silver). Recipe: Type: minecraft:crafting_shaped, category redstone. 3×3 pattern: GGG / GCG / GGG. C =, G = minecraft:gold_ingot. Result:.
Compatibility
Recipe viewers: JEI, REI, EMI. Hoppers and pipes: the chest behaves as a normal vanilla container, so hoppers and pipes can insert and extract items the standard way. All slots are the same, all sides are symmetric.
Implementation
Java (common): block/GoldChestB — extends HorizontalMachineBlock. getShape → column; getTicker (client lid-animate + instanceof-guard); server tick(...) → recheckOpen. block/entity/GoldChestBlockE — extends . = 54. ChestLidController +; sounds ModSounds.IRON_CHEST_OPEN/CLOSE (reused). menu/GoldChestM — slot coordinates: chest grid (8, 18) stride 18 × 6 rows; player inv (8, 139) (+18 vs silver); hotbar (8, 197) (+18). quickMove chestEnd = 54. client/screen/GoldChestS — IMAGE_WIDTH/HEIGHT = 176/220; label inventoryLabelY = 128. client/render/.java (gold(...) factory) — shared, sprite; GOLD_CHEST_LAYER = (id("gold_chest"), "main"). Assets: textures/entity/chest/gold.png (64×64) — model texture (picked up by the vanilla DirectoryLister chest atlas → sprite). textures/gui/container/gold_chest.png (256×256, visible area 176×220) — GUI background. textures/block/gold_chest_front.png (16×16) — particle texture (a recolor of iron_chest_front into a gold palette). blockstates/gold_chest.json (4 facing variants → a single particle-only model), models/block/gold_chest.json (particle-only shell), items/gold_chest.json (special 3D chest renderer, texture). Registration: 4 handles in (GOLD_CHEST, GOLD_CHEST_ITEM, GOLD_CHEST_BE, GOLD_CHEST_MENU). The menu is one entry in ContentManifest.MENUS plus its screen in MenuScreenManifest.SCREENS — both loaders replay those lists, so there is no per-loader menu line. Block/item/block-entity keep one line each in / (Fabric) and Mod*NeoForge (NeoForge); the block's Properties chain comes from ContentManifest.BLOCK_PROPS. The + layer are registered in the client entrypoints. No energy capability on the BE. Sound handles reuse the iron ones.
Open questions
Sound subtitles. Because gold_chest reuses iron_chest_open/close, the subtitles show "Iron Chest". If that's a problem — create alias events gold_chest_open/close in sounds.json pointing at the same OGG files, with separate "Gold Chest" subtitles (minimal code, no new audio assets). Decision: not done for now.
Progression
Chest line: vanilla copper_chest (27) → Iron Chest (36) → Silver Chest (45) → Gold Chest (54) → (potentially) higher tiers (diamond — not documented).
Related
Silver Chest — the previous tier, the template for this block. Iron Chest — the reference implementation for all chest tiers. Battery Box — the mod's other "storage" block, but for energy.
Crafting
Shaped Crafting
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Gold Chest