Posted July 16, 20178 yr I saw in the manual something about the new registering stuff, but do not fully understand how that works. I have tried some stuff that didn't worked. I found a way to register stuff and it works, but i'm not sure if that's the way to go. It looks like this: public static Block registerBlock(Block block){ ItemBlock item = new ItemBlock(block); item.setRegistryName(block.getRegistryName()); ForgeRegistries.BLOCKS.register(block); ForgeRegistries.ITEMS.register(item); return block; } I have created this method to register things. I also made 1 for metablocks and for slabs. I also found out that all blocks that have subblocks don't have their subblocks in the creative tab anymore. They have been registered and are in the game. I checked this with the /give user modid:limestone 1 0 (or 1,2) It gave me the required block. In my case limestone (0), polished limestone(1) and bricked limestone(2) Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
July 16, 20178 yr Author So i think i understand it more or less. I create a class that handles all the events for my mod. The manual says it can have multiple events. Is this recommended or not? Should i seperate some events in an other class? Also i see i register it like this: MinecraftForge.EVENT_BUS.register() Sorry to ask, but where do i put this line? Inside my mainclass i guess? But where preInit, Init or postInit? Or somewhere else? Try out my new Modpack for MC 1.15.2 https://www.curseforge.com/minecraft/modpacks/terran-civilization
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.