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Posted

1) Make sure you initialize the CreativeTabs before your Items.

2) Make sure your Items get register in preInit, not init.

3) Use the ModelLoader instead of ItemModelMesher.

4) Only register the models on the client side (client proxy).

  • Like 1

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http://www.howoldisminecraft1710.today/

Posted
1 hour ago, larsgerrits said:

1) Make sure you initialize the CreativeTabs before your Items.

2) Make sure your Items get register in preInit, not init.

3) Use the ModelLoader instead of ItemModelMesher.

4) Only register the models on the client side (client proxy).

I've gotten it showing in the tab but now it won't accept my item texture.

 

ItemHandler

itemNeedle.json

 

Thank you!

Posted

"foundationsmod/items/itemNeedle"

1)

Domains are followed by a colon, so it should be "foundationsmod:items/itemNeedle"

2)

Resources should not have any capitalizations. This is enforced in 1.11, and has been heavily urged since before 1.7.

If following the naming conventions, the file should be called "item_needle" instead

  • Like 1

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Posted
14 minutes ago, Matryoshika said:

"foundationsmod/items/itemNeedle"

1)

Domains are followed by a colon, so it should be "foundationsmod:items/itemNeedle"

2)

Resources should not have any capitalizations. This is enforced in 1.11, and has been heavily urged since before 1.7.

If following the naming conventions, the file should be called "item_needle" instead

I changed the resources and I also changed it to foundationsmod:items/item_needle and it still doesn't give it the texture.

 

I'm using this for model location. Would this make it not work?

        Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Foundations.MODID + ":" + item.getUnlocalizedName().substring(5), "inventory"));

 

Posted (edited)
16 minutes ago, brandonk said:

new ModelResourceLocation(Foundations.MODID + ":" + item.getUnlocalizedName().substring(5)

Do not use this. Unlocalized names have nothing to do with unique identifiers, and are more prone to change over time.
Use item#getRegistryname instead. It formats modid:name for you, so that is all you need.

 

Minecraft::register is also very hard to use. The only reason Vanilla rendering works, is because of the extensive knowledge of the system, that the workers of Mojang have.
ModelLoader is the Forge-alternative, which has had some "fool-proofing" done. With ModelLoader, register your items/blocks in preInit, or better yet, during the ModelRegistryEvent

Edited by Matryoshika

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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