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I encountered the problem that I need custom propeties on blocks to fulfill its functions. But when I tried to implement them the registry object of the block couldn't be use for a BlockItem and so it wasn't created at first. I try to code this mod for 1.18.1.

public class Gate extends Block {

    public static final DirectionProperty FACING = BlockStateProperties.HORIZONTAL_FACING;

    public static final BooleanProperty INPUT_LEFT = BooleanProperty.create("Input_Left"); // First Custom Property
    public static final BooleanProperty INPUT_RIGHT = BooleanProperty.create("Input_Right"); // Second Custom Property
    public static final BooleanProperty OUTPUT = BooleanProperty.create("Output"); // Third Custom Property

    private static final VoxelShape SHAPE_N = Block.box(0, 0, 0, 16, 1, 16);
    private static final VoxelShape SHAPE_S = Block.box(0, 0, 0, 16, 1, 16);
    private static final VoxelShape SHAPE_W = Block.box(0, 0, 0, 16, 1, 16);
    private static final VoxelShape SHAPE_E = Block.box(0, 0, 0, 16, 1, 16);

    public Gate() {
        super(Properties.of(Material.HEAVY_METAL, MaterialColor.METAL)
                .sound(SoundType.METAL)
                .strength(3.0f)
                .requiresCorrectToolForDrops()
        );

        this.defaultBlockState().setValue(FACING, Direction.NORTH);
    }

    @Override
    public @NotNull BlockState mirror(BlockState state, Mirror mirrorIn) {
        return state.rotate(mirrorIn.getRotation(state.getValue(FACING)));
    }

    @Override
    public @NotNull BlockState rotate(BlockState state, Rotation rotation) {
        return state.setValue(FACING, rotation.rotate(state.getValue(FACING)));
    }

    @Nullable
    @Override
    public BlockState getStateForPlacement(BlockPlaceContext context) {
        return this.defaultBlockState().setValue(FACING, context.getHorizontalDirection())
                .setValue(INPUT_LEFT, false)
                .setValue(INPUT_RIGHT, false)
                .setValue(OUTPUT, false);
    }

    @Override
    protected void createBlockStateDefinition(StateDefinition.@NotNull Builder<Block, BlockState> builder) {
        super.createBlockStateDefinition(builder);
        builder.add(FACING);
        builder.add(INPUT_LEFT);
        builder.add(INPUT_RIGHT);
        builder.add(OUTPUT);
    }

    @Override
    public @NotNull VoxelShape getShape(BlockState state, @NotNull BlockGetter getter, @NotNull BlockPos pos, @NotNull CollisionContext context) {
        return switch (state.getValue(FACING)) {
            case SOUTH -> SHAPE_S;
            case WEST -> SHAPE_W;
            case EAST -> SHAPE_E;
            default -> SHAPE_N;
        };
    }
}

(I cutted the imports out so the code isn't to long)

 

I don't know what else it needs to generate the Block (and so the BlockItem) properly... Can somebody say me what I miss to implement them correctly?

This is the RegistryHandler where the error occures (also cutted imports out):

public class RegistryHandler {

    // DeferredRegister
    public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, Main.MOD_ID);
    public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, Main.MOD_ID);

    // Items

    // Blocks
    public static final RegistryObject<Block> AND_GATE = BLOCKS.register("and_gate", Gate::new);

    // Block Items
    public static final RegistryObject<Item> AND_GATE_ITEM = ITEMS.register("and_gate", () -> new BlockItem(AND_GATE.get(), new Item.Properties().tab(Main.LOGICBOARD)));
}

 

Posted (edited)

Yes, this is in the main class. Before I added these property lines in the Class Gate everything worked fine: the block itself, the item and even the model and texturing worked and after adding these lines you can read what happened in the Debug.log above.

in the minecraft loading error screen it says: "Registry Object not present: logicboard:and_gate"

Edited by Junix03
Posted
@Mod(Main.MOD_ID)
public class Main {

    public static final Logger LOGGER = LogManager.getLogger();
    public static final String MOD_ID = "logicboard";

    public Main() {
        IEventBus iEventBus = FMLJavaModLoadingContext.get().getModEventBus();

        RegistryHandler.ITEMS.register(iEventBus);
        RegistryHandler.BLOCKS.register(iEventBus);

        MinecraftForge.EVENT_BUS.register(this);
    }

    public static final CreativeModeTab LOGICBOARD = new CreativeModeTab("LogicBoard") {
        @Override
        @OnlyIn(Dist.CLIENT)
        public ItemStack makeIcon() {
            return new ItemStack(RegistryHandler.AND_GATE.get());
        }
    };
}

Again without the imports ;D

This is also the Main Class of the Mod

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