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[1.7.10] (Solved) String format for GameData.getBlockRegistry().getObject()


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Posted

I'm having an issue using GameData.getBlockRegistry().getObject() to convert a String to a Block, whatever I use as the String it's using net.minecraft.block.BlockAir every time as it fails to find blocks from my mod.

 

For vanilla blocks I just give the unlocalized name (e.g. "cobblestone"), which works fine (so I know my code is sound) but it cannot find my own custom blocks this way.

 

Iv'e tried supplying it with:

 

"BlockName"

"BlockRegistry.BlockName"

"MODID:BlockName"

 

Where BlockRegistry is the class registering the blocks, BlockName is the unlocalizedName of the block, and MODID is the actual MODID... none of these work.

 

I'm probably missing something really obvious but it's driving me nuts, can someone please point me in the right direction as to what String format I should use?

 

Posted

As it turned out I'd made a small mistake in putting the block name together but it helped a lot knowing the correct format so thanks a lot! :)

 

Here's an example of how I used it, just in case anyone else comes across this later:

 

        this.blockInactive = "AdvancedLamps:BlockAdvancedLampCore" + this.blockColor;

        this.blockInactiveAsBlock = GameData.getBlockRegistry().getObject(this.blockInactive);

        this.blockActive = "AdvancedLamps:BlockAdvancedLampCore" + this.blockColor + "Active";

        this.blockActiveAsBlock = GameData.getBlockRegistry().getObject(this.blockActive);

 

Also, for future reference, I did some testing and the case of the MODID doesn't actually matter.

Posted

Also, for future reference, I did some testing and the case of the MODID doesn't actually matter.

Yes, it does. At least when it comes to textures and other resources.

 

It used to, but it doesn't in recent versions. I'm not sure when that changed though as I skipped 1.7.2 etc and went from coding for 1.6.4 to 1.7.10.

 

In all of my 1.7.10 mods I've used a mixed case MODID as above without any issues, including for referencing textures, custom sounds etc. Obviously you still use resource folders named with all lower case, the MODID is simply made lower case on the fly when you refer to any resource within that file structure.

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