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Use blank.png instead of own drawers_empty.png
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@ -40,7 +40,7 @@ function drawers.gen_info_text(basename, count, factor, stack_max)
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end
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function drawers.get_inv_image(name)
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local texture = "drawers_empty.png"
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local texture = "blank.png"
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local def = core.registered_items[name]
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if name ~= "air" and def then
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if def.inventory_image and #def.inventory_image > 0 then
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@ -32,7 +32,7 @@ core.register_entity("drawers:visual", {
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collisionbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0}, -- for param2 0, 2
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visual = "upright_sprite", -- "wielditem" for items without inv img?
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visual_size = {x = 0.6, y = 0.6},
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textures = {"drawers_empty.png"},
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textures = {"blank.png"},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = true,
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@ -63,7 +63,7 @@ core.register_entity("drawers:visual", {
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self.visualId = data.visualId or ""
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else
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self.drawer_pos = drawers.last_drawer_pos
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self.texture = drawers.last_texture or "drawers_empty.png"
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self.texture = drawers.last_texture or "blank.png"
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self.visualId = drawers.last_visual_id
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self.drawerType = drawers.last_drawer_type
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end
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@ -178,7 +178,7 @@ core.register_entity("drawers:visual", {
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if self.count <= 0 then
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self.itemName = ""
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meta:set_string("name"..self.visualId, self.itemName)
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self.texture = "drawers_empty.png"
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self.texture = "blank.png"
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itemDescription = "Empty"
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end
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