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[1.12.2] Blocks and Items won't show in creative tab


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Posted

Hi everyone! I have a bit strange problem with my mod's blocks and items. Essentially they are not showing up in the creative tabs even if they are registered correctly and the tab is set. This is the code for my item

package com.mineworld.item;

import com.mineworld.core.MWTabs;

import net.minecraft.item.Item;

public class ItemMW extends Item {

	public ItemMW() {
		setCreativeTab(MWTabs.MISC);
	}
}

Nothing special as you can see. And this is how i create my items

package com.mineworld.core;

import com.mineworld.item.ItemMW;
import com.mineworld.settings.ModSettings;

import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.registry.GameRegistry.ObjectHolder;

@ObjectHolder(ModSettings.MODID)
public class MWItems {

	public static final Item RUBY = new ItemMW();
	public static final Item SAPPHIRE = new ItemMW();
	public static final Item BRONZE_INGOT = new ItemMW();
	public static final Item COPPER_INGOT = new ItemMW();
	public static final Item SILVER_INGOT = new ItemMW();
	public static final Item ALUMINIUM_INGOT = new ItemMW();
	public static final Item PYRITE = new ItemMW();
}

And finally how i register them. I use reflection because i'm lazy and don't want to type any single item or block into the registration method (since the mod itself adds really tons of stuff)
 

@EventBusSubscriber
public class RegistryHandler {
  
	@SubscribeEvent
	public static void registerItems(Register<Item> event) {
		ArrayList<Item> items = new ArrayList<Item>();
		
		for (Field itemField : MWItems.class.getFields()) {
			try {
				Object obj = itemField.get(MWItems.class);
				if (obj != null && obj instanceof Item) {
					Item item = (Item)obj;
					item.setUnlocalizedName(itemField.getName().toLowerCase());
					item.setRegistryName(itemField.getName().toLowerCase());
					items.add(item);
				}
			} catch (IllegalArgumentException | IllegalAccessException e) {
				LogUtils.Exception(e, "RegistryHandler - Register Items");
			}
		}
		
		event.getRegistry().registerAll(items.toArray(new Item[items.size()]));
		
	}
}

Both the tab and the items works correctly, i can get them via commands and models/textures show up correctly. If i set the creative tab inside this method they will show up inside the tab, is just when i set the tab into the constructor that they don't :/ Any idea of why this is not working? By the way if you have any idea to improve the registration method, so it keeps register items just by instantiating them from the item class, it would be appreciated :) 

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted
14 minutes ago, JimiIT92 said:

new ItemMW();

Dont do this, to use ObjectHolder they have to be null. Plus they shouldn't be instantiated using a static initializer.

15 minutes ago, JimiIT92 said:

I use reflection because i'm lazy and don't want to type any single item or block into the registration method (since the mod itself adds really tons of stuff)

Use a HashSet, then iterate when you register. You can literally add it to the set from inside the constructor. You also need to set the registry name there.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

Posted
29 minutes ago, JimiIT92 said:

Any idea of why this is not working?

public static final Item RUBY = new ItemMW();
public static final Item SAPPHIRE = new ItemMW();
public static final Item BRONZE_INGOT = new ItemMW();
public static final Item COPPER_INGOT = new ItemMW();
public static final Item SILVER_INGOT = new ItemMW();
public static final Item ALUMINIUM_INGOT = new ItemMW();
public static final Item PYRITE = new ItemMW();

2 words - static initializers. When the items are instantinated the creative tab is still null and thus they get assigned a null creative tab. Yet another reason to not use static initializers. Instantinate your stuff in the registry event directly.

 

29 minutes ago, JimiIT92 said:

I use reflection because i'm lazy and don't want to type any single item or block into the registration method (since the mod itself adds really tons of stuff)

This reason is absolute nonesense. Consider this way of instantinating your stuff:

public static Item item1;
public static Item item2;
...

@SubscribeEvent
public static void onRegistry(Register<Item> event)
{
	event.register(item1 = new Item1());
  	event.register(item2 = new Item2());
  	...
}

This takes the same amount of effort as your reflection stuff. Or even better - just add your items to some kind of a list you can iterate later to register models, if an item is complex don't add it to the list but handle it separately with a similar approach shown in my example above and if you need a reference to the item either store it in the static field or use ObjectHolders.

 

29 minutes ago, JimiIT92 said:

LogUtils.Exception(e, "RegistryHandler - Register Items");

This is probably the worst way to handle exceptions in cases like this one. You spit out a warning and continue as usual if you are dealing with something that can easily break on you like networking. In pretty much any other case you need to handle the exception by crashing your application. Especially in this case here - if something goes wrong with your reflection here then anything can go wrong later. Just crash the game if an impossible exception occurs.

Posted

Ok i got it, i've seen a tutorial about the new registry system that essentialy does something like this
 

Item[] items = { new ItemTest1(), new ItemTest2() }

 I guess that if i call a method somewhere that does this
 

Item1 = new Item1();
Item2 = new Item2();

and then add the items to the list should be the same, right? 
For the reflection part, i guess adding manually each item to the registry is the good practice here :/ As i said the mod adds a really big amount of items and blocks and with this in previous versions i was able to add many features really quick since i don't have to worry about registering the item and the model. But as i said i guess the good practice is to use a list that holds every single item of the mod and use that as a "register holder", so i'll swap to that :) On the exception: you are totally right. I use to do it in my code, don't know why i didn't here (probably because is unlikely that the item won't be registered) :)

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted (edited)

Kinda, i now have a different problem :/ Items shows up correctly in the creative tab, however the tab itself is missing the icon. I now use this to register my items
 

@SubscribeEvent
public static void registerItems(Register<Item> event) {
  final Item[] items = MWItems.createItems();
  event.getRegistry().registerAll(items);
}

-- In MWItems
public static ArrayList<Item> ITEMS = new ArrayList<Item>();

public static Item RUBY = null;
public static Item SAPPHIRE = null;
public static Item BRONZE_INGOT = null;
public static Item COPPER_INGOT = null;
public static Item SILVER_INGOT = null;
public static Item ALUMINIUM_INGOT = null;
public static Item PYRITE = null;

public static Item[] createItems() {
  RUBY = new ItemMW("ruby").register();
  SAPPHIRE = new ItemMW("sapphire").register();
  BRONZE_INGOT = new ItemMW("bronze_ingot").register();
  COPPER_INGOT = new ItemMW("copper_ingot").register();
  SILVER_INGOT = new ItemMW("silver_ingot").register();
  ALUMINIUM_INGOT = new ItemMW("aluminium_ingot").register();
  PYRITE = new ItemMW("pyrite").register();
  return ITEMS.toArray(new Item[ITEMS.size()]);
}

-- ItemMW class
public class ItemMW extends ItemBasicMW {
	public ItemMW(String registryName) {
		this(registryName, MWTabs.MISC);
	}
}

-- ItemBasicMW class
  
public class ItemBasicMW extends Item {
	private String registryName;
	
	public ItemBasicMW(String registryName, CreativeTabs Tab) {
		super();
		this.registryName = registryName;
		setCreativeTab(Tab);
	}
	
	public Item register() {
		setUnlocalizedName(ModSettings.MODID + "." + this.registryName);
		setRegistryName(this.registryName);
		MWItems.ITEMS.add(this);
		return this;
	}
}

 EDIT:

 

I use this class to create my tabs

 

public class CreativeTabMW extends CreativeTabs {

	private ItemStack icon;
	
	public CreativeTabMW(String name, Item item) {
		super(ModSettings.MODID + "." + name);
		icon = new ItemStack(item);
	}
	
	public CreativeTabMW(String name, Block block) {
		super(ModSettings.MODID + "." + name);
		icon = new ItemStack(block);
	}

	@SideOnly(Side.CLIENT)
	@Override
	public ItemStack getTabIconItem() {
		return icon;
	}
}

 If i change the getTabIcon and set there the item, the icon shows up, but if i use the parameter passed from the constructor it won't. Why is this happening?

Edited by JimiIT92

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted (edited)

For the tab: yes, that was the problem. For the registry: ok, i'll stick with your method even if i don't like it very much ? Sorry if this bother you, not my intention of course ?

Edited by JimiIT92

Don't blame me if i always ask for your help. I just want to learn to be better :)

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