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[1.18.2] Registry Object not present


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I am having Problems using a custom MobEffect in my Item Registry. 

public static final RegistryObject<Item> MAGNETIC_SCROLL =
                    () -> new BuffSpellItem(MobEffectRegistry.MAGNETIC_MOB_EFFECT.get(), 5000, 0, 10, 10));

for some reason I get a null Point Exception although the Mob Effect itself without the Item to use it works fine.

Here is the Mob Effect Registry:

public class MobEffectRegistry {

    public static final DeferredRegister<MobEffect> MOB_EFFECT = DeferredRegister.create(ForgeRegistries.MOB_EFFECTS, MiltenMagic.MOD_ID);

    public static final RegistryObject<MobEffect> MAGNETIC_MOB_EFFECT = MOB_EFFECT.register("magnetic", MagneticMobEffect::new);

do I need to register my Objects in a specific order?

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Basic objects like Blocks and Items are always registered first. This is to avoid circular references in the loading/registration.

You should change your item constructor to accept a Supplier<MobEffect> or RegistryObject<MobEffect> as the parameter and then use the get() when you need the real object later at runtime. 

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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that is good to know, it works when I use a Supplier thanks :D

Is there a way to get a supplier from vanilla MobEffects? because I use the same class with an vanilla mob effect aswell. or should I just write two classes, one for my custom mob effects and one for vanilla mob effects?

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