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Posted

Hi I was trying to mod in 1.7 recently, and after 30 min. of trying to understand why this doesn't work:

 

@EventHandler

public void Init(FMLInitializationEvent event) {

//Add blocks and Items

customBeacon = new CustomBeacon().setBlockName("customBeacon").setCreativeTab(CreativeTabs.tabRedstone);

//Block and Item game registry

GameRegistry.registerBlock(customBeacon, beamcraft.MODID + "_" + CustomBeacon.class.getSimpleName());

}

 

 

I found that copying it into PreInit will fix it.

 

So the question is: Is there

a) A way to know what to put where.

b) A convention, on what order to do stuff in.

c) A basic patter of why some things go in certain places.

 

Ehhh, as far as I remember there used ti be no hardcoded limitaions on Init, PreInit and PostInit.

  • Author

Hi, isn't this a bit outdated? I haven't seen people use proxies in a while.

Additionaly, is there a way for me to register my ores only if no ore dictionary matches were found?

Hi, isn't this a bit outdated? I haven't seen people use proxies in a while.

Additionaly, is there a way for me to register my ores only if no ore dictionary matches were found?

How are proxies outdated? It's simply a design decision to use them or not - it has nothing to do with this or that update. The reason many mod authors use proxies is because they greatly facilitate distinguishing between client and server side during mod initialization, which is important for doing things like registering render classes, key handlers, etc., all of which you'd have to do manually otherwise.

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