Posted July 26, 20232 yr I just started out with mods, and I was trying to make some basic items. I got the items to load into the game but I cannot figure out what is wrong with the textures and why they are not loading. I checked the folder structure and the contents of the json files more than 5 times and I could not find anything misplaced or mistyped. I would greatly appreciate any help. Items class package com.raresamza.firstmod.item; import com.raresamza.firstmod.FirstMod; import net.minecraft.world.item.Item; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; import static com.raresamza.firstmod.item.ModCustomCreativeTab.*; public class ModItems { public static final DeferredRegister<Item> ITEMS=DeferredRegister.create(ForgeRegistries.ITEMS, FirstMod.MOD_ID); public static final RegistryObject<Item> PLUTONIUM = addToTab(ITEMS.register ("plutonium", ()->new Item(new Item.Properties().stacksTo(32)))); public static final RegistryObject<Item> RAW_PLUTONIUM = addToTab(ITEMS.register ("raw_plutonium", ()->new Item(new Item.Properties().stacksTo(32)))); public static final RegistryObject<Item> ZIRCON = ITEMS.register("zircon", () -> new Item(new Item.Properties())); public static final RegistryObject<Item> RAW_ZIRCON = ITEMS.register("raw_zircon", () -> new Item(new Item.Properties())); public static void register(IEventBus eventBus) { ITEMS.register(eventBus); } } Custom creative tab package com.raresamza.firstmod.item; import com.raresamza.firstmod.FirstMod; import net.minecraft.core.registries.Registries; import net.minecraft.network.chat.Component; import net.minecraft.world.item.*; import net.minecraft.world.level.ItemLike; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.event.BuildCreativeModeTabContentsEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.RegistryObject; import java.util.ArrayList; import java.util.List; import java.util.function.Supplier; @Mod.EventBusSubscriber(modid = FirstMod.MOD_ID,bus = Mod.EventBusSubscriber.Bus.MOD,value = Dist.CLIENT) public class ModCustomCreativeTab { public static final DeferredRegister<CreativeModeTab> TABS=DeferredRegister.create(Registries.CREATIVE_MODE_TAB, FirstMod.MOD_ID); public static final List<Supplier<?extends ItemLike>> MOD_TAB_ITEMS=new ArrayList<>(); public static final RegistryObject<CreativeModeTab> SPECIAL_TAB=TABS.register("modtab", ()-> CreativeModeTab.builder() .title(Component.translatable("itemGroup.modtab")) .icon(ModItems.PLUTONIUM.get()::getDefaultInstance) .displayItems((displayParams,output)-> MOD_TAB_ITEMS.forEach(itemLike -> output.accept(itemLike.get()))) .build()); public static <T extends Item> RegistryObject<T> addToTab(RegistryObject<T> itemLike) { MOD_TAB_ITEMS.add(itemLike); return itemLike; } @SubscribeEvent public static void buildContents(BuildCreativeModeTabContentsEvent event) { if(event.getTabKey()== CreativeModeTabs.BUILDING_BLOCKS) { event.accept(ModItems.PLUTONIUM); event.accept(ModItems.RAW_PLUTONIUM); event.accept(ModItems.ZIRCON); event.accept(ModItems.RAW_ZIRCON); } if(event.getTab()==SPECIAL_TAB.get()) { event.accept(Items.APPLE); event.accept(ModItems.PLUTONIUM); event.accept(ModItems.RAW_PLUTONIUM); event.accept(ModItems.ZIRCON); event.accept(ModItems.RAW_ZIRCON); } } } raw_plutonium.json { "parent": "minecraft:item/generated", "textures": { "layer0": "firstmod:item/raw_plutonium" } } plutonium.json { "parent": "minecraft:item/generated", "textures": { "layer0": "firstmod:item/plutonium" } } I would like to include a screenshot of the resource folder structure in case I might have somehow misplaced something but I couldn't find how to paste the image. Also, I have read other threads on this but it did not help, couldn't find anything wrong with my code.
July 26, 20232 yr Your textures path should be for example resources/assets/firstmod/textures/item/plutonium.png and your mod id must be firstmod
July 26, 20232 yr Author Just now, Zacomat said: Your textures path should be for example resources/assets/firstmod/textures/item/plutonium.png and your mod id must be firstmod the mod id is firstmod and the folder structure is the same as the one you have mentioned
July 27, 20232 yr Are you sure "layer0" points to a valid item texture? If a json item model doesn't use an existing image file for it's texture(s), then it will have the purple and black checkerboard texture.
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