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A Question About IHasModel


Siqhter

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Recently, after reading one of my posts, someone said that I should not use IHasModel. I have also heard this in numerous other Forge discussions, and I was wondering how about exactly do I replace it? I register my blocks like this:

Spoiler

@SubscribeEvent
public static void onBlockRegister(RegistryEvent.Register<Block> event) {

    event.getRegistry().registerAll(BlockInit.BLOCKS.toArray(new Block[0]));
}

 


@SubscribeEvent
public static void onModelRegister(ModelRegistryEvent event) {

    for (Block block : BlockInit.BLOCKS) {
        if (block instanceof IHasModel) {
            ((IHasModel)block).registerModels();
        }
    }

}

My BlockBase class implements IHasModel. So how would I remove IHasModel? Thanks.

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58 minutes ago, Siqhter said:

So how would I remove IHasModel?

First copy the code within the method registerModels from one of your classes. Second paste it in place of the call to the method. Thirdly correct any errors, IE instead of Item.getItemFromBlock(this) do Item.getItemFromBlock(block). Finally delete the IHasModel file and remove all references to it.

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3 hours ago, Siqhter said:

Why did people do that in the first place?

Most likely: 1 youtube tutorial did it that way, and everybody blindly copies it without thinking about it.

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10 minutes ago, larsgerrits said:

Most likely: 1 youtube tutorial did it that way, and everybody blindly copies it without thinking about it.

This. Its called cargo cult programming. "It worked for them, so it must be right."

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1 hour ago, Draco18s said:

Its called cargo cult programming.

Ok, that makes sense. I've also found that the majority of YouTube tutorials do this as well:

Spoiler

public static final Item MyItem = new ItemBase("my_item");

But many people have said not to.

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6 hours ago, Siqhter said:

But many people have said not to.

It's a forge thing. In a lot of other games or programming contexts it would be fine, but when you set your registry name if you do not use the overload that accepts a modid as well as the actual name, forge will have trouble knowing for what mod it is registering it for. This is due to how static initialization is done.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

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51 minutes ago, Siqhter said:

Ah, thanks. Is there an example of how it should be done? Everyone seems to do it in the format of the above line I posted.

There are two ways. I'll show you the "better one" first.

@ModeventSub
class RegistryHandler {
  
  @SubscribeEvent
  static void registerBlock(Register<Block> reg) {
    Block[] BLOCKS = new Block[]{new Block(...).setRegistryName("block1").set..., new Block(...).setRegistryName("BLOCK2").set...};
    reg.register(BLOCKS);
  }
}
@ObjectHolder(MODID)
class Blocks { 
  public static final BLOCK1 = null;
  public static final BLOCK2 = null;
}

 

Then there is this method.

@EventBusSub
class RegistryHandler {
  @SubscribeEvent
  static void registerBlocks(Register<Block> reg) {
    BLOCKS.init();
    // Register blocks.
  }
}

class Blocks {
  
  public static Block BLOCK1;
  public static Block BLOCK2;
  
  static void init() {
    BLOCK1 = new Block(...).set...
    BLOCK2 = new Block(...).set...
  }
}

You can added them to an array or a collection and then use that to register them if you want.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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You mentioned registering them once I added them to an array, and I just wanted to see if this is acceptable.

Spoiler

public class BlockInit() {

public static final List<Block> BLOCKS = new ArrayList<Block>();

static Block BLOCK_1;
static Block BLOCK_2;

static {
    BLOCK_1 = new BLOCK_1("block_1", Material.ROCK);
    BLOCK_2 = new BLOCK_2("block_2", Material.ROCK);
}

}

Spoiler

@Mod.EventBusSubscriber
public class RegistryHandler() {

@SubscribeEvent
public static void onBlockRegister(RegistryEvent.Register<Block> event) {

    event.getRegistry().registerAll(BlockInit.BLOCKS.toArray(new Block[0]));
}

}

 

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56 minutes ago, Siqhter said:

static {

Does not equal

 

2 hours ago, Animefan8888 said:

static void init() {

Mine is a method yours is a static initializer.

A way to test this would be to make your variables final. If you use your code it won't have a syntax error. Whereas if you use mine it will.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 hour ago, diesieben07 said:

but plain old preInit would also work

So I could register ItemInit.init() and BlockInit.init() in preInit, but it would be prefered to do it in:

@SubscribeEvent
public static void onBlockRegister(RegistryEvent.Register<Block> event) {

    BlockInit.init();
}
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1 hour ago, Siqhter said:

So I could register ItemInit.init() and BlockInit.init() in preInit, but it would be prefered to do it in:

Yes.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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You should use the following method as it allows other mods to override your objects:

1) have an event subscriber class (a static event subscriber has the @EventSubscriber annotation and is automagically registered for you, and all its @SubscribeEvent methods need to be static. A non-static event subscriber needs to be registered in preInit and it’s @SubscribeEvent methods need to be non-static)

2) subscribe the the appropriate registry event & instantiate your objects in that event

3) have a class with the @ObjectHolder annotation and have public static final null fields with the same names as your objects

 

You can see an example of 1 & 2 at https://github.com/Cadiboo/Example-Mod/blob/master/src/main/java/cadiboo/examplemod/EventSubscriber.java

and an example of 3 at https://github.com/Cadiboo/Example-Mod/blob/master/src/main/java/cadiboo/examplemod/init/ModBlocks.java

 

Leading back to your original question, I register my models in a client event subscriber here https://github.com/Cadiboo/Example-Mod/blob/master/src/main/java/cadiboo/examplemod/client/ClientEventSubscriber.java

Instead or manually writing out all your items to register models for, you can use a loop or streams checking if the item is yours

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There is already a BlockBase class, it’s called Block. You shouldn’t abuse inheritance like that - what if you want to extend a different block (stairs?).

TL;DR

yes

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

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16 minutes ago, Siqhter said:

Ok, that's what I thought. I'm looking at other examples, but I'm having trouble finding where I should add the block to the arraylist, because it's normally done in blockbase.

If you are doing the second method I posted then you could do.

list.add(BLOCK1 = new Block(...).set...);

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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