winnetrie Posted July 16, 2017 Posted July 16, 2017 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? Quote Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
winnetrie Posted July 16, 2017 Author Posted July 16, 2017 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: registerMetaRender(chalkstone,0,"type=raw"); registerMetaRender(chalkstone,1,"type=smooth"); registerMetaRender(chalkstone,2,"type=bricked"); 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" } } } } } Quote Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
winnetrie Posted July 16, 2017 Author Posted July 16, 2017 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. Quote Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
winnetrie Posted July 16, 2017 Author Posted July 16, 2017 Nvm, lol! Turn out i forgot something to do in my clientproxy: public class ClientProxy implements CommonProxy{ @Override 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() ); } //ModBlockStateMapper.registerAllBlocks(); //ClientRegistry.bindTileEntitySpecialRenderer(TileEntityBirchChest.class, new ModTERChest()); ModItems.registerRenders(); //ModBlocks.registerRenders(); //if(Loader.isModLoaded("biomesoplenty")){ //ModBlocksBOP.registerRenders(); //ModItemsBOP.registerRenders(); //} System.out.println("renders have been registered"); } } I forgot those // . Works fine now. Thank you anyway. Quote Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
winnetrie Posted July 16, 2017 Author Posted July 16, 2017 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. Quote Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
winnetrie Posted July 16, 2017 Author Posted July 16, 2017 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? Quote Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
winnetrie Posted July 16, 2017 Author Posted July 16, 2017 True, you have a point there. I always intended to correct this, but never did. Too lazy i think (because it worked anyway). I will correct this once and for all before releasing a 1.12 version. Thank you for your help! Quote Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
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