Jump to content

MC 1.12 Item textures not rendering for blocks


Recommended Posts

Since i updated my workspace to 1.12 and updated to the new registering. All my blocks do not render their item.

If you place them down they are fine but in any inventory or when throwing away it is a purple-black square.

I saw in my log they are all looking for a variant "inventory". Do they need an "inventory" variant now? In 1.11.2 everything worked fine.

Has something changed about this?

Link to comment
Share on other sites

This is how i registered the renders in 1.11.2:

	private static void registerMetaRender(Block block, int meta, String variant){
		ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), meta, new ModelResourceLocation(block.getRegistryName(),variant));	
	private static void registerRender(Block block, String variant){
		ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(),variant));
	private static void registerRender(Block block){
		ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(),"inventory"));
	private static void registerItemRender(Item item){
		ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(),"inventory"));

and i use it like this:


this is how my blockstate file looks like:


    "forge_marker": 1,
    "defaults": {
        "model": "minecraft:cube_all"
    "variants": {
        "type": {
            "raw": {
                "textures": {
                    "all": "tem:blocks/chalkstone"
            "smooth": {
                "textures": {
                    "all": "tem:blocks/smooth_chalkstone"
            "bricked": {
                "textures": {
                    "all": "tem:blocks/bricked_chalkstone"


Link to comment
Share on other sites

It is in a method called

public static void registerRenders(){}

Wich is in the ModBlocks class. Yes i know you are going to say it doesn't belong there. Eventually i will move it. It has never been a problem, because i call this method only in the clientproxy. Having everything in my ModBlocks class gives me a better oversight. That's my opinion. Since that class doesn't do anything on its own, why not.

Link to comment
Share on other sites

Nvm, lol! Turn out i forgot something to do in my clientproxy:

public class ClientProxy implements CommonProxy{
	public void preInit() {
		NetworkRegistry.INSTANCE.registerGuiHandler(Tem.instance, new ModGuiHandler());
		if (ModConfig.load_module_woodchests==true){
		ClientRegistry.bindTileEntitySpecialRenderer(TileEntityModChest.class, new ModTERChest());
		ClientRegistry.bindTileEntitySpecialRenderer(TileEntityModChestBOP.class, new ModTERChestBOP());
		ClientRegistry.bindTileEntitySpecialRenderer(TileEntityModChestBOP2.class, new ModTERChestBOP2());
		if (ModConfig.load_module_metalchests==true){
		ClientRegistry.bindTileEntitySpecialRenderer(TileEntityIronChest.class, new ModTERIronChest());
		if (ModConfig.load_module_voidchest==true){
		ClientRegistry.bindTileEntitySpecialRenderer(TileEntityVoidChest.class, new ModTERVoidChest() );
		//ClientRegistry.bindTileEntitySpecialRenderer(TileEntityBirchChest.class, new ModTERChest());
		System.out.println("renders have been registered");

I forgot those // . Works fine now. Thank you anyway.

Link to comment
Share on other sites

3 minutes ago, diesieben07 said:

It's not about opinion. Your code is broken. You can't be of the opinion that it is not.


If you call this method in your client proxy, that is a problem, unless you have event handlers in your client proxy. Models must be registered in ModelRegistryEvent.

Can you explain this better? Why is it a problem to call it in my client proxy? I am really confused now, because it is working all fine now.

Link to comment
Share on other sites

1 minute ago, diesieben07 said:

The server will load your ModBlocks class, see references to client-only classes (ModelLoader) in the code and crash.

I know you have said that alot of times already but i have run my mod on my server for a while in 1.7.10, 1.10.2 and 1.11.2 and it never crashed.

I also see no logic why the server will load my ModBlocks class and run all the methods inside it while it hasn't asked to do so. Ofcourse you have way more experience and

knowledge with these things, but then again why does it not crash the server anyway?

7 minutes ago, diesieben07 said:

Do not register models in preInit. Use the event.

How i do that? Where do i call the event?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.