Posted July 18, 20178 yr Hey, i´m reeeelatively in forge modding. I try to update my mod to mc 1.12, but when i start minecraft all items and blocks has no textrues.... can anyone help me? I clear the code here a little bit: ModItems Spoiler @Mod.EventBusSubscriber public class ModItems { public static Item examleItem; public void init() { exampleItem = new ItemExample(); NameUtils.setNames(exampleItem, "example_item"); } public void register() { registerItem(exampleItem); } private void registerItem(Item item) { ForgeRegistries.ITEMS.register(item); } ClientProxy Spoiler public class ClientProxy extends ServerProxy { @Override public void registerClientStuff() { /** Register **/ // Items // registerModel(ModItems.exampleItem, 0, new ModelResourceLocation(ModItems.exampleItem.getRegistryName(), "inventory")); } public void registerModel(Object obj, int meta, ModelResourceLocation loc) { Item item = null; if(obj instanceof Item) { item = (Item) obj; } else if(obj instanceof Block) { item = Item.getItemFromBlock((Block)obj); } else { throw new IllegalArgumentException(); } Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, meta, loc); } }
July 18, 20178 yr Why is your ClientProxy a child of the ServerProxy and not the Common Proxy? And when do you call registerClientStuff? This is what I hacked together for my experiments: ModItems { public static final Item TEST = new ItemBasic("test", CreativeTabs.REDSTONE); public static final Item[] items = { TEST }; @SubscribeEvent public static void registerItems(final RegistryEvent.Register<Item> event) { final IForgeRegistry<Item> registry = event.getRegistry(); for (final Item item : items) { registry.register(item); } } } public class ItemRenderRegister { public static void registerItemRenderer() { for(Item item:ModItems.items) { register(item); } } public static void register(Item item) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher() .register(item, 0, new ModelResourceLocation(DSMain.modid + ":" + item.getUnlocalizedName().substring(5), "inventory")); } } public class ItemBasic extends Item { public ItemBasic(final String itemName) { this(itemName, CreativeTabs.MISC); } public ItemBasic(final String itemName, CreativeTabs tab) { setItemName(this, itemName); setCreativeTab(tab); } /** * Set the registry name of {@code item} to {@code itemName} and the unlocalised name to {@code itemName}. * * @param item The item * @param itemName The item's name */ public static void setItemName(final Item item, final String itemName) { item.setRegistryName(DSMain.MODID, itemName); item.setUnlocalizedName(itemName); } } And then I just run MinecraftForge.EVENT_BUS.register(ModItems.class); in my common proxy preinit and ItemRenderRegister.registerItemRenderer(); in my client proxy init. Edit: I moved all three inits to my proxies. This allows me to do general stuff in the common proxy and client/dedicated only stuff in their respective proxy classes after a super call. Edited July 18, 20178 yr by Jacky2611 Here could be your advertisement!
July 18, 20178 yr I think, my version is simplier to maintain and understand.Common RegistryHandler.javaClient RegistryHandler.java Those are only classes that register items and models. I personally store everything in ModItems class (HashMaps as a test) and then taking them into register methods with for loops. Feel free to change everything. UPD. I might've missed @SideOnly annotation on the client class. I was told why it's needed here. I'm not sure if forge actually excludes this class from server jar just because of side param in @EventBusSubscriber (feel like not). Edited July 18, 20178 yr by MrBendelScrolls English is not my thing
July 18, 20178 yr The way MrBendelScrolls does it is (what I think) the best way to do this. Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
July 18, 20178 yr Nearly the exact same thing I did. I just manually registered my event handlers instead of using annotations. Might switch to annotations later but for now I like that I can see where my event handlers are registered. Here could be your advertisement!
July 18, 20178 yr I think it shouldn't work if you don't use @Mod.EventBusSubscriber because the events are fired before preInit... Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
July 18, 20178 yr It seems that you are using an outdated way of registering items and their models. Try using registry events like this: @Mod.EventBusSubscriber(modid = %modid%) public class RegistryEventHandler { //This Registers the items to the games registry @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(ModItems.ITEMS); for(Block block : ModBlocks.BLOCKS) { event.getRegistry().register(new ItemBlock(block).setRegistryName(block.getRegistryName())); } } //This is the model registerer @SideOnly(Side.CLIENT) @SubscribeEvent public staic void registerModels(MOdelRegistryEvent event) { for(Item item: ModItems.ITEMS) { ModelLoader.setCustomModelResourceLocation(item, 0 , new ModelResourceLocation(item.getRegistryName(), "inventory")); } } } Similar to MrBendScrolls, we use RegistryEvents, you do not need to put this into the main java file. Make sure that no file in the assets file is capitolized, forge now enforces that rule.
July 18, 20178 yr 3 minutes ago, Kokkie said: I think it shouldn't work if you don't use @Mod.EventBusSubscriber because the events are fired before preInit... He can also use MinecraftForge.EVENT_BUS.register(ModItems.class); in preInit. The events aren't triggered before preInit, they are triggered between preInit and init. Here could be your advertisement!
July 18, 20178 yr 7 minutes ago, Jacky2611 said: The events aren't triggered before preInit, they are triggered between preInit and init. But only since build 1.12-14.21.0.2348, this commit.
July 18, 20178 yr Ah, that's why I thought it was before, now it's after preInit... Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
July 18, 20178 yr Author 2 hours ago, Jacky2611 said: Why is your ClientProxy a child of the ServerProxy and not the Common Proxy? And when do you call registerClientStuff? This is what I hacked together for my experiments: Reveal hidden contents ModItems { public static final Item TEST = new ItemBasic("test", CreativeTabs.REDSTONE); public static final Item[] items = { TEST }; @SubscribeEvent public static void registerItems(final RegistryEvent.Register<Item> event) { final IForgeRegistry<Item> registry = event.getRegistry(); for (final Item item : items) { registry.register(item); } } } public class ItemRenderRegister { public static void registerItemRenderer() { for(Item item:ModItems.items) { register(item); } } public static void register(Item item) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher() .register(item, 0, new ModelResourceLocation(DSMain.modid + ":" + item.getUnlocalizedName().substring(5), "inventory")); } } public class ItemBasic extends Item { public ItemBasic(final String itemName) { this(itemName, CreativeTabs.MISC); } public ItemBasic(final String itemName, CreativeTabs tab) { setItemName(this, itemName); setCreativeTab(tab); } /** * Set the registry name of {@code item} to {@code itemName} and the unlocalised name to {@code itemName}. * * @param item The item * @param itemName The item's name */ public static void setItemName(final Item item, final String itemName) { item.setRegistryName(DSMain.MODID, itemName); item.setUnlocalizedName(itemName); } } And then I just run MinecraftForge.EVENT_BUS.register(ModItems.class); in my common proxy preinit and ItemRenderRegister.registerItemRenderer(); in my client proxy init. Edit: I moved all three inits to my proxies. This allows me to do general stuff in the common proxy and client/dedicated only stuff in their respective proxy classes after a super call. i have no common proxy, only a server and a client proxy. And i call the the registerClientStuff in the InitEvent of the main class
July 18, 20178 yr Author 1 hour ago, Bak3dC said: It seems that you are using an outdated way of registering items and their models. Try using registry events like this: @Mod.EventBusSubscriber(modid = %modid%) public class RegistryEventHandler { //This Registers the items to the games registry @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(ModItems.ITEMS); for(Block block : ModBlocks.BLOCKS) { event.getRegistry().register(new ItemBlock(block).setRegistryName(block.getRegistryName())); } } //This is the model registerer @SideOnly(Side.CLIENT) @SubscribeEvent public staic void registerModels(MOdelRegistryEvent event) { for(Item item: ModItems.ITEMS) { ModelLoader.setCustomModelResourceLocation(item, 0 , new ModelResourceLocation(item.getRegistryName(), "inventory")); } } } Similar to MrBendScrolls, we use RegistryEvents, you do not need to put this into the main java file. Make sure that no file in the assets file is capitolized, forge now enforces that rule. what do you mean with "capitolized"
July 18, 20178 yr No case letters, so not SomeItem but someitem Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
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