Posted March 26, 201411 yr I've started working on my mod, and am a bit new to forge, I want to know how I would reference an item class that creates the item and registers it, so that it's orderly and I can register all the items at once during preInit, my current code doesn't seem to be working. PreInit code: { @EventHandler public void preInit(FMLPreInitializationEvent e) { ModItems.init(); } @EventHandler public void init(FMLInitializationEvent e) { } } ModItems code: public class ModItems { public static Item portableWorkbench; { portableWorkbench = new Item().setUnlocalizedName("portableWorkbench").setCreativeTab(CreativeTabs.tabMisc); GameRegistry.registerItem(portableWorkbench, "portableWorkbench"); } public static void init() { } } I've just posted the important code, not much else to see besides imports and basic class stuff.
March 26, 201411 yr public class ModItems { public static Item portableWorkbench; { portableWorkbench = new Item().setUnlocalizedName("portableWorkbench").setCreativeTab(CreativeTabs.tabMisc); GameRegistry.registerItem(portableWorkbench, "portableWorkbench"); } public static void init() { } } You have a empty init method? Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
March 26, 201411 yr Author Yeah, is there anything that's supposed to go there that helps initialize the item code?
March 26, 201411 yr Hi I'd suggest you should use preInit, Init etc to explicitly control when your variables are initialised and items registered etc. Static initialisers can bite you in the butt if they don't run when you expect and your registrations etc occur at the wrong time. A bit more info here http://greyminecraftcoder.blogspot.com/2013/11/how-forge-starts-up-your-code.html It's for 1.6.4 but the concepts are the same for 1.7.2 -TGG
March 26, 201411 yr Author Thank you! I put all the item code in ModItems and extended the CommonProxy class to include ModItems, and it seems to be working now. ModItems: public static Item portableWorkbench; and put the item registry code that occurs during preInit in the CommonProxy class public void preInit() { portableWorkbench = new Item().setUnlocalizedName("portableWorkbench").setCreativeTab(CreativeTabs.tabMisc); GameRegistry.registerItem(portableWorkbench, "portableWorkbench"); Not as neat as I had hoped but it should work until I get more of my code done.
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