#Chest UI Editor
1 messages · Page 2 of 1
no, you need an entity
ohhh
@strange agate sorry for ping, i wanted to ask about a really strange problem i have, and if you know what could be the cause of it - when i enter the world to test the ui i made, sometimes it shows up and works, sometime it doesn't, i only see the entity's actual inventory
can't tell from just that
i never had that happen
i currently have a file, chest_screen, that was in the add-on way before you made this editor, and this chest_screen file had registration for the other ui, for my custom furnace. could it be that the files made in this editor and the chest_screen could be conflicting?
yes they will confllict with each other
okey, time to update, thank you Minato!
np
well, it’s still happening, i’ve removed the chest screen file, all i have in us defs are three of my custom ui’s, yet, sometimes, they don’t show up, and sometimes they do… maybe it has something to do with the entities, and not the ui?
what was it
i didn't have this
@strange agate Sorry to ping but im having some problems with actually using this, this is the first time ive used something like this so I wanted to ask do the chest_screen and the chest_ui_data both go in the ui folder? and I just have to change the name at the top of the file to the name of the entity? (Ive done all that but the UI isnt showing up so I just want to know what ive done wrong)
The data one is not important for the ui, it is only used by the website
Use the name in the ui to name your entity
And everything should work
@strange agate So a friend of mine wrote this to get different nametags to be able to still display different text and have the ui show up, but we're not sure if this is the most efficient way to do this (Be prepared to maybe have an inefficiency heart attack)
So yeah I wanted to ask if you knew how to make this better and wanted to suggest that maybe you could implement a way for people to have multiple chest ui's?
Weird question, is it possible to render a list with this?
Hello @strange agate , thank you for creating this tool, it really helps me learn json-ui a lot! Also, As a part of this amazing community, i want to contribute to this project, myself. Currently i just implemented a few features:
My current version (beta):
- You can now select any components that were displayed in UI Layout via
Holding Click + Dragto create a selection box. Ctrl + Clickselects many components as possible in UI Layout & Component List (Section)Shift + Clickselects many compoents at once ONLY in Component List.- You can
Copy/Paste/Cutcompoents (either single component or selected components) Undo/Redofunctionality from last 50 changes (Deleted, and Moved Position)- You can
move via keyboard arrow keyswith the selected component/s. - You can download the generated json-ui (chest_screen.json) either via Zip or
Code (for faster iterations). - Height Property Settings to adjust the height of your chest ui (from 220px similar to large chest to 166px similar to small chest).
Note: For users that wants to try this. This version is only beta, and the Import Project as well as Load is somewhat not finished yet. But you can try filing an issue in the github (probably).
you can dm me with the project collaboration with github @strange agate , i would love to create a fork with your current project repository but i think it's better if this one has a project repository alone.
Hey Yang.
Good job with that, those sound useful
Just check my profile, my GitHub is there
The cells are not really 100% aligned due to moving such as mouse or keyboard is somewhat still buggy (floats or decimal points are used for exporting), but i think i could fix it.
btw, did you add a way to increase the container size or am i seeing wrong, it look tall
yep i did @strange agate , you can edit the height property in the settings in my beta version
is the website down rn?
uh...
give me a sec
@last flare fixed
thx
Can I use the website to make a kind of custom oven? @strange agate
yes
i used it to make a custom furnace a while back
And how can i do that 🥲?
I'm creating an add-on where I want to add things like cauldrons for cooking, and I wanted to give it a custom furnice UI.
Have you an example
?
How can I make a menu like this? 😮
scripting + json ui
u setup the json ui for an entity's inventory then use scripts to handle the logic
use the ui editor to make a ui add it to the game then get an entity with the specified ui identifier then using scripts to detect certain slots in the entity's inventory use data to calculate things like smelting times recipes etc
Is your Smelter available to learn from?? I can get my UI to load i jsut cant figure out the block/fake entity part
get a custom component that summons an entity whose hitbox is slightly bigger than the block
and use that entity's inventory
there's probably a better way to do it but thats how i did it
Yeah, I've got all the bits working I just cant get the entity to sit inside the block, it always plonks it's stupid self on top of it!! Grrrrr and when I do get it inside I can't interact with it or it floats up to the heavens!! More knob twisting and experiments I think
Try setting collision to 0, or push to closest space to false
make it have un-poshable and add knockback resistance
i gave it a texture so i can see where it is, but its supposed to spawn inside the block of stone 🤔 😕
Am I wrong to think it can sit inside the stone block and still be interactable
yes, ,it hitbox need to be bigger than the block
But why does it pop to the top of the block when I spawn it at stone location + 0.5??
Send ur entity’s server file
you need to send the bp file
You want the location target to be the block below that plus the 0.5
Could it be possible to make a chest ui generator for machines?
Like template of it
Like the ones in utility craft
how do I get your beta version , I dont know how to get it from git
Create and edit custom chest UIs for Minecraft Bedrock. Design interactive interfaces with drag-and-drop components.
thanks:)
There's some few bugs, but it's working just fine, i'm currently using it for my own
okii, nw
would be interesting to add a slide bar for long ass storage lol
scrollable*
No like y'know how there's templates for different uis?
I was thinking of adding a new type of ui
A new template ratehr
Rather
Like templates for machine uis from utility craft
Hi, is there any way to change the color of the containers or do you need to add images on top of each of them?
@strange agate hi, I have a question: is it possible to create more than one UI directly through the tool, or is manual editing required?
manual editing is required
can't promise anything but i might make that if i had the time
Hey, could you please send an updated link to this website? the previous invite has expired.
Create and edit custom chest UIs for Minecraft Bedrock. Design interactive interfaces with drag-and-drop components.
oh that's not what i meant
I'm talking about the JsonUI Maker
also, what exactly do all the different container types do in your tool?
read the repo readme or the post here
the post doesn't seem to specify what each different container type looks like
it does explain what they are for
Also, if you have the time then please do. This project is already pretty insane and user friendly as it is, by adding the option to create more than one chestUI you might help this community immensely.
the link in the welcome channel seems to be broken.
run it locally
#1295050918080811008 message
Anyways, there seem to be a few consistent bugs with the positioning of the slots: in the preview even if the grid is turned off, when placing any object at a specific position it appears to be slightly smaller than it should actually be. This happens with pretty much all draggable components, the zoom amount also seems to be a factor.
Example:
If I put two identical containers next to eachother, one of them might appear slightly smaller despite the two being the same size. If you increase the position axis of the afflicted container by 1, its scale turns back to normal. @strange agate
As a matter of fact, the positioning of pretty much everything is slightly inaccurate in-game compared to the preview.
Also, uhm.. some slots for some reason are positioned diagonally instead of horizontally.
Specifically, the uninteractable slot kind.
Apparently I can even store 27 items in the chest, despite there physically not being enough slots for them. I suppose this is due to the fact that the vanilla chest's actual inventory space overrides the slots of the resource pack.
Yep, that's what I'm saying.
Yeah ok, I don't what's causing it but the pack is completely broken for me. The slots and texts don't appear in the correct layers, some textures are missing, the alignment is inaccurate and my slots are placed seemingly randomly.
It's pretty much unusable
And the slots are much bigger than they should be
Genuinely, just what the heck is going on lmao
Alright, at least I found out what seems to be causing the slots being positioned at seemingly random spots: the position of the slot in the preview doesn't match its position in the actual axis for some reason.
This apparently only happens with uniteractable slots, the other types work just fine.
So yeah, apparently all of the bugs that I have listed above only happen with this kind of slots.
Expect for the slots randomly changing size when moved and the components being misaligned, that happens with pretty much everything.
Additionally, texts for some reason cannot be rendered on top of images.
I think u have to make the text be above than image layer
yeah that's what i initially thought as well, but the thing is that it's already on top of it.
Alright, after extensive testing I found out that apparently text just cannot be rendered on top of images. At all.
Not even if you change the layer
it's also impossible to change the font size. Do you think that perhaps you could add that as an option?
On off item slots don't seem to be working. Even if I put an item with the name "1" inside of them, they still remain turned off.
When i end the UI how i import it to a addon?
Export it an it should give you a ui and texture folders
Add those to your resource pack
@strange agate So yeah, turns out that the slots only work if you put renamed items in them. They cannot recognize items that already have the value as their name through the .lang file.
Additionally, I've confirmed that texts cannot be displayed on top of images. Like, at all.
Even if I change the layer order, the images are always going to be rendered on top.
The only workaround would be to use even more images to emulate the text, but that can cause some issues with the visuals since they're small images with a high resolution.
As for the slots changing size while dragging them, I found that using the actual preview (and not the editor's main screen) as a visual reference seems to act as a hotfix.
@strange agate I find it a bit disrespectful how you ignore my messages reporting bugs within your own tool, but immediately respond to other users nonetheless. At the very least it would be great to get any kind of input, thank you.
Tell me how to use this
i already stated that i don't have time to fix any of the stuff you mentioned, if you think i benefit from any of the tools or scripts i posted here you would be wrong, i have work to do that actually pay for my time, so unless i have time to spare or i am done with my current contract i can't commit to anything here, again i mentioned that i will if i had time
i respond to other messages sense they don't require me to test and reproduce then fix bugs that require times
lastly, it would be better to open a bug report in the repo itself
I understand that you're busy with other projects and your overall personal life, but it would be great if you could just say something at all so that I know you've acknowledged the issues. I have no way to tell if you've actually read the messages because discord doesn't have that as a feature and the fact that you've responded to other messages kinda makes it seem like you're doing it intentionally. I don't expect you to replicate the issues and fix them on the spot, just wanna know if you're aware them. Completely ghosting when you're actively responding to other people isn't very nice and it comes off as rude.
Regardless, I now know that you're aware and that you're maybe planning on fixing them in the future. That's all I wanted to know really, have a great day.
i can't seem to reproduce that?
the pack only generate a resource pack, it behavior is what you allowed it to be
I later realized that it was just a visual issue and that the slots actually appeared fine in the actual preview
Yes, I also realized that as well.
The text not appearing on top of images seems to be the main issue here
Sorry for taking time away from your work. That wasn't my intention.
That, and the fact that custom items using the .lang file in order to switch between all the different slot states (from 0 to 9) don't seem to work. From what I've seen so far, only items that are renamed through the anvil do.
that is not the intended way?
use scripting to set the item name
it does
just make sure you add the image before the text
Yeah no, they appear in the editor but not in the actual game. Even if you put the layer of the text on top of the image, in-game the image is always going to be rendered on top.
You can even sligthly see the text under it for a second during the opening animation
Yeah I figured that was the case, but still i find it a bit odd since lang files are usually the norm for item names.
You are helping him but not me😭😭😕
Can you help me
I already told you, you can find whatever you need in this channel.
There's really not much to explain: you create your own UI, export the pack and then create an entity by renaming it with this: §t§e§s§t§r
Just make sure that the entity you're creating has the same inventory size as the amount of slots in the UI.
What 🤔🧐
I created an ui what next
Can someone give me their mod I just wanna see the file structure etc
is there a way to apply this to blocks?
No one helps in here I stopped trying
Can't give blocks an inventory yet I'm pretty sure, unless if i missed something in a preview.
Question, does this work on mobile?
Yes
Every question was answered here multiple times, it get kinda annoying having to repeat discussions over and over
Honestly, a lot of questions are already answered somewhere here. You just need to find them which isn't that hard
i didnt check the whole thing since i thought "no one helps in here"
i mean, isnt that tha point of this whole thing? helping people find things
No one will do
very conflicting replies
so is it not possible for the block alone to have one custom ui without everything of that type having it as well
I don't know ask chatgpt
we're cooked arent we
No
The block itself cant have a ui
You have to use a chest or an entity with a container
Your questions have already been answered
You're just ignorant
an entity, itd have to be placed when the block is placed and removed when its not inside the block right
and in terms of lag, how much would it cause?
Tps
It would depend on how many entities
It wont cause fps lag
But will cause tps lag
There's always workarounds here
Like the entity being bigger than the blocks hitbox
Who send me the ss
I aint going out of my way just to send you a screenshot
Backread this thread
I can't understand what he said is this my fault 😔
But not fully
@obsidian atlas .
Exactly
Dont blame it on this thread
Its basic reading comprehension
There was questions answered, examples shared, videos, screenshots, scripts...
im prolly at the same level as him, i just got here out of curiosity and wanting to make something, i dont really know how to script or anything, just syntaxes around blocks, items or features
also the resources for bedorck are so sparse, there's barely a channel or two that makes videos/documents this stuff
i tried to document it as best as i can, the first days this was shared i tried to answer questions and fix bugs as best as i can
but with this being the most active post here it is hard to keep up
so it is best to refer to the first few messages here, most stuff were addressed there
Yeah true and the videos that were made most of them for pc
This is amazing 🤩
There's no difference in addon making on pc or mobile
he means java im sure 😭
@strange agate I noticed that every custom UI made using this tool appears differently depending on your screen's resolution.
For instance: if you make a background using an image that's supposed to cover the whole screen, on a bigger monitor (or even a TV) it might show the full thing, while on a smaller monitor (usually a regular laptop display), it appears zoomed in. I noticed this distinctive difference whilst trying the custom UI on both the PC and console ports of the game, given this information do you think that you could consider adding some kind of alternative UI configuration for different devices?
Similarly; while I was trying to make a full display image that was supposed to act as a background, on PC it appeared to cover the whole screen while on console only a part of it.
Except for the range of programs that can be used, obviously
we can't change the scale of stuff depending on the screen sadly
so you just have to work with that in mind
i had similar problem with the minimap i was working on but i was unable to solve it
I see, thanks for the information. In my case, I was able to solve the problem by just making the image as big as possible and strategically positioning all of the other assets to fit with the smallest resolution possible by making some simple calculations.
It was a bit of a trial and error, but I got it to work. It looks a bit odd with bigger screens, but at least it's not cut off for other players.
Mojang should definitely add some kind of component that allows for specific UI elements to be locked in a specific position of the screen, so that it automatically adapts based on the resolution.
you can make two diffrent UIs and give the user the option to change it i guess
Yeah, I considered that. Too much work tho, it's also a bit weird and immersion breaking to just let players choose that.
true
However, I could hypothetically make it so that the game automatically switches between the different UIs using an automatic device recognition system that I have.
But then again, remaking the whole UI for every single device is way too much work.
I would also have to take into consideration some of the more niche devices that no one really plays on, like tablets and such.
that won't cover every case anyway, there is devices with all shapes and forms, some mobiles have bigger res than some laptops
Yep, exactly
If anything it's more like a small hot fix instead of an actual permanent solution
just make sure the ui is ok in the devices you have i guess
Yeah, that's what I did. My server isn't really designed for mobile players anyways since it's not incredibly optimized, so I don't expect mobile players to see it anyways.
I don't even know how it looks on my phone, it's probably bad tho
just make the scale in mc in your pc higher and see how that look
Right. That's one way to test it I guess
You just reminded of all the players using scale settings that are different compared to the default one.
Which means that what I'm seeing might not even be accurate for most users since I'm also using a bigger scale on console
I just think that the default config makes the icons incredibly small, especially when you compare them to the old legacy edition (which is what I grew up with for the most part).
yeah, it is best to be ignorant, lol
Ok so yeah, the fact that it doesn't automatically scale based on screen resolution is just dumb. I feel like that should at least be a toggable component or something.
Especially if you're planning to release a feature that's inevitably going to be seen by many people across several different devices
It just seems a bit counter productive to not include it
I feel like this might be a valid suggestion to file on the feedback page
How I import the GUI into a custom block or entity?
Entity inventory component and name the entity
same name?
Is there a chance you could add a button that one can adjust which triggers an event (the player will have to press it to craft) so that we don't have to check for recipes permanently?
Can you make other UI except the chest? Like custom crafting table/smithing table?
@strange agate Hi, could you tell me how to put the UI I created into Minecraft?
hey. you spawn an entity with the name specified in the ui and check in an interval for a valid recipe using script api
I didn't understand
what part
all
I managed to create the entity and have it open the interface. Can you help me create a recipe for that UI?
check the pinned messages
Is it possible to increase the slots of the script for a ui that has more than 4 crafting slots?
Without changing anything in the script
Just the recipe slots thing
Where is the most recent version of the website @strange agate
yes, the script logic (lines 32-81) will automatically check since it iterates through the recipeSlots array
https://minato.beyondbedrock.org/web-apps/chest-ui-editor/
and
https://minato.beyondbedrock.org/web-apps/chest-ui-editor-beta/ by @dapper kernel
Create and edit custom chest UIs for Minecraft Bedrock. Design interactive interfaces with drag-and-drop components.
Create and edit custom chest UIs for Minecraft Bedrock. Design interactive interfaces with drag-and-drop components.
Thanks
@strange agate I didn't understand how the recipe script works, can you help me?
implement double chest
wdym
@stoic halo hiii
What
I just said hi


I think they meant like a double chest ui
peak
👀
How do i use this? Is block container possible already?
it is entity container
vanilla blocks can be used assuming you can change there title and they used chest type inventory
Aaa i see. Okay thank you
np
alreaddy possible
but i will make it easier next update
@strange agate I use the cooking pot texture but it was not rendering
You did something wrong
No everything is showing but the slot texture was not rendering
send me the zip file you generated

already fixed in the current beta version of the tool
.
Double chest?
We need new update
implement double chest please.
Woah. How did you do that with a block??
Is it because of the name you can manipulate it?
He's working on other projects too, so give him time. In due course if he's doing it
I understand, if he wants I've already done it here, I just don't know where I can open a "pr"
Vanilla container can be renamed, i just used that for testing
Ok, I didn't know you could manipulate the inventory of vanilla containers by renaming them ;-;
Should be possible in the current version i am working on
Now you know, lol
Wait, does it work with the minecraft:crafting_table component UI?
not sure
Ok, I will try it out now
I have a question, is the size of a double menu 256x256?
Like, I wanted to get a Java background that is 256x256, and Is that possible?
I saw that there was something about modifying the background in the version you're working on.
the editor will have a customizable size
And sorry if my English sounds bad.
nah, all good
So if I set the size to 256x256 and use a background of that size, it will work, right?
This will be very useful, really.
the background get stretched to fill
but i do recommend a nineslice
if possible that is
That's the headache I was having, so the editor is going to do that?
yeah
nice
That is separate from cheat UI
But you can make custom crafting table UIs
he meat if we can rename the title of them by renaming the item
actualy, i don't think that work for crafing tables
oh I see
FINALLY! Thanks a lot for this. Is the update already available? If not, when are you planning to release it?
Also, what's that dynamic grid supposed to be exactly? Does the size of the grid change based on the items inside of it, like the other slots do?
Not yet
Not sure tbh, there is a lot more things planned
Adapt to how many slots your entity has and display a grid with that amount, if the content doesn't fit the size, it adds a scrollbar
That's interesting, especially the scrollbar part. So could we potentially make incredibly long storage systems with that?
What are some of the other features that you're planning to add?
Also, if I were you: me personally, I would just release the multi screen feature before anything else, as lots of people are probably looking forward to it.
Anyways, could you please add a toggle to remove the scrollbar? I feel like that could break UIs using images as full screen backgrounds, like mine.
Unless it adapts to only the slots, which in that case then it's fine
yes
@strange agate Why isn't there a template version of the double chest? I wanted to be able to increase the number of slots, but it's not possible to make a larger version.
there is now
V2 of the editor is out
#1505324139534356640
how to use the button function?
@strange agate
I have a question
Will the addons using edited chest ui break when they add chest ore ui?
Yes
Damn
And im guessing unless mojang adds compatibility
Or customizability rather
We will go back to workarounds then?
Yeah
my answer is based on the screens we got, even if a resource pack is present the ore ui override it
Ah fair
@strange agate so this ui will work on bedrock?? How do i add it by chars,model id ur something how do i add it
yeah it is possible
no idea what you meant "by chars"
probably unicode chars
it's used a lot for java chest uis
How to make this realtime drag and drop chest ui? With outh opening block, cause I made it access from /shop command
@strange agate
is that server form or just a chest ui
this is not the tool for this
is chest ui form from herobrine64
wait like a year until its possible to make chestui's with the ddui
is there any tamplate for js part? I need it
check pins
yet, still not found it