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[1.10.2] Where Should I Register Things???


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Also, why this?

for (Field f : Items.class.getDeclaredFields())


One shouldn't have to use reflection to register blocks/items/models IMO

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Also, is that the exact way we should be structuring our mods?


I have taken a different approach: giving the


annotation to


, and




annotations to


, the providing each with the necessary events.


It works (at least it does not crash when I launch clients or servers).


Or maybe I am being an idiot and should just do what was suggested.

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EDIT: Also, @SideOnly(CLIENT) - is this not "forbidden"?
I know what I'm doing, and why i'm doing it. You guys shoulnt use it no.

One shouldn't have to use reflection to register blocks/items/models IMO
Its how I felt like designing my code. If you don't want to do it nothing is forcing you to.

Its meant to be a reference of what to register in each event not HOW to register it.

Also, is that the exact way we should be structuring our mods?

No, you can do it however you want this is just a answer of how to use these events and a few examples of other registry related Forge features.

You can layout your code and do it however you want.

Just register the right things at the right events.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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So far I've removed all original blocks and replaced them with an example_block.

I have been able to rename the block with a lang file.


And now I'm on to the setting textures part or having a custom json model part...

Since the get go I've been working with pink and black blocks and haven't been able to get it to be textured.


I'm looking here:

  "forge_marker": 1,
  "defaults": {
    "textures": {
      "all": "blocks/bookshelf"
  "variants": {
    "normal":    [{ "model": "cube_all"}],
    "inventory": [{ "model": "cube_all"}]


at the energy cell blockstate. But when running it originally the energy cell was black and pink as well without any textures. First time I ran it I got 3 pink and black blocks with no item orientation and no functionality (from what I could tell) each of them had a terribly long name when in game. There was a grid rendered by one of the 3 blocks when placed on the ground though.


I'm getting somewhere with this... so that's cool. Just Not totally certain how to go about custom jsons and textures....

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