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Posted

whenever I try to get this item to render into the game it appears with the not texture purple and black squares and calls itself by the lang translation file path instead of the name i gave it.

 

{
  "item.testmod.alexandrite": "Alexandrite"
}

this is the lang json file

package net.Hurst.testmod.item;

import net.Hurst.testmod.TestMod;
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;

public class ModItems {
    public static final DeferredRegister<Item> ITEMS =
            DeferredRegister.create(ForgeRegistries.ITEMS, TestMod.MOD_ID);

    public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite",
            () -> new Item(new Item.Properties()));

    public static void register(IEventBus eventBus){
        ITEMS.register(eventBus);
    }

}

this is my ModItems.java file

package net.Hurst.testmod;

import com.mojang.logging.LogUtils;
import net.Hurst.testmod.item.ModItems;
import net.minecraft.world.item.CreativeModeTabs;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.BuildCreativeModeTabContentsEvent;
import net.minecraftforge.event.server.ServerStartingEvent;
import net.minecraftforge.eventbus.api.IEventBus;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.ModLoadingContext;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.config.ModConfig;
import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent;
import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext;
import org.slf4j.Logger;

// The value here should match an entry in the META-INF/mods.toml file
@Mod(TestMod.MOD_ID)
public class TestMod {

    public static final String MOD_ID = "testmod";
    private static final Logger LOGGER = LogUtils.getLogger();

    public TestMod() {
        IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus();
        modEventBus.addListener(this::commonSetup);

        ModItems.register(modEventBus);

        MinecraftForge.EVENT_BUS.register(this);
        modEventBus.addListener(this::addCreative);
        ModLoadingContext.get().registerConfig(ModConfig.Type.COMMON, Config.SPEC);
    }

    private void commonSetup(final FMLCommonSetupEvent event) {

    }

    // Add the example block item to the building blocks tab
    private void addCreative(BuildCreativeModeTabContentsEvent event) {
        if(event.getTabKey() == CreativeModeTabs.INGREDIENTS){
            event.accept(ModItems.ALEXANDRITE);
        }
    }

    // You can use SubscribeEvent and let the Event Bus discover methods to call
    @SubscribeEvent
    public void onServerStarting(ServerStartingEvent event) {

    }

    // You can use EventBusSubscriber to automatically register all static methods in the class annotated with @SubscribeEvent
    @Mod.EventBusSubscriber(modid = MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT)
    public static class ClientModEvents {
        @SubscribeEvent
        public static void onClientSetup(FMLClientSetupEvent event) {

        }
    }
}

this is my TestMod.java file

{
  "parent": "minecraft:item/generated",
  "textures": {
    "layer0": "testmod:item/generated"
  }
}

this is my model file for the item.

I am using intellij 2025.1.2 with fdk 1.21 and java 21

I would appreciate the help.

Posted

Hey man, 
 
i have only been modding Minecraft for a few days but maybe I can help you. First of all make sure to follow every step of Kaupenjoe's tutorial, I found it to been very helpful and complete.

The game uses the raw translation key for the item (in your case "item.testmod.alexandrite") if it can't find the correct lang file. Make sure it's name is "en_us.json" and it is saved under "ressources" -> "assets" -> "testmod".

  • Like 1
Posted

yes the name is en_us.json and it is in resources -> assests -> testmod -> lang folders.  i have checked my code and am pretty confident that the code itself is correct.  i even tried loading the project in eclipse and it has the same problems, I think i will just rewatch the whole tutorial and will give an update on the situation.

Posted

just rewatched the tutorial and my code is exactly the same as kaupenjoe's.  the item is added into the game but like i said to start it doesnt have a texture or a proper name for whatever reason.

Posted
On 7/4/2025 at 10:16 PM, BruhMoment said:
{
  "parent": "minecraft:item/generated",
  "textures": {
    "layer0": "testmod:item/generated"
  }
}

this is my model file for the item.

Hey man, I just found this section in your code. 
Try to do this:

{
  "parent": "minecraft:item/generated",
  "textures": {
    "layer0": "testmod:item/alexandrite"
  }
}

This means your png should be named alexandrite.png.

Hope it helps
 

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