Siqhter Posted December 6, 2018 Share Posted December 6, 2018 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. Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted December 6, 2018 Share Posted December 6, 2018 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. Quote 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. Link to comment Share on other sites More sharing options...
Siqhter Posted December 6, 2018 Author Share Posted December 6, 2018 Wow, that probably removed 40 lines of code. Why did people do that in the first place? Also, I assume I still want to used an Array to store blocks and items? Spoiler public static final List<Item> ITEMS = new ArrayList<Item>(); Quote Link to comment Share on other sites More sharing options...
larsgerrits Posted December 6, 2018 Share Posted December 6, 2018 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. Quote Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/ Link to comment Share on other sites More sharing options...
Draco18s Posted December 6, 2018 Share Posted December 6, 2018 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." Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
Siqhter Posted December 6, 2018 Author Share Posted December 6, 2018 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. Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted December 7, 2018 Share Posted December 7, 2018 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. Quote 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. Link to comment Share on other sites More sharing options...
Siqhter Posted December 7, 2018 Author Share Posted December 7, 2018 12 hours ago, Animefan8888 said: It's a forge thing. 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. Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted December 7, 2018 Share Posted December 7, 2018 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. Quote 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. Link to comment Share on other sites More sharing options...
Siqhter Posted December 7, 2018 Author Share Posted December 7, 2018 Awesome, thanks. Quote Link to comment Share on other sites More sharing options...
Siqhter Posted December 7, 2018 Author Share Posted December 7, 2018 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])); } } Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted December 7, 2018 Share Posted December 7, 2018 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. Quote 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. Link to comment Share on other sites More sharing options...
Siqhter Posted December 7, 2018 Author Share Posted December 7, 2018 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(); } Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted December 7, 2018 Share Posted December 7, 2018 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. Quote 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. Link to comment Share on other sites More sharing options...
Siqhter Posted December 8, 2018 Author Share Posted December 8, 2018 Does anything have to be registered in Main.java? It's currently not registering. Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted December 8, 2018 Share Posted December 8, 2018 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 Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.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) Link to comment Share on other sites More sharing options...
Siqhter Posted December 8, 2018 Author Share Posted December 8, 2018 Ok, thanks everyone for help with this. Going back to Animefan8888's original answer and working from there I have gotten registration to work. This is definitely different than how a lot of the poorly structured youtube tutorials teach it. Quote Link to comment Share on other sites More sharing options...
Siqhter Posted December 9, 2018 Author Share Posted December 9, 2018 Should I also remove the BlockBase class, or is that not necessary? Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted December 9, 2018 Share Posted December 9, 2018 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 Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.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) Link to comment Share on other sites More sharing options...
Siqhter Posted December 9, 2018 Author Share Posted December 9, 2018 Huh, I see. I was just scanning through MrCrayfishsFurnitureMod on GitHub out of curiousity, and I was wondering if you could tell me if this is close to how it should be done. https://github.com/MrCrayfish/MrCrayfishFurnitureMod/blob/master/src/main/java/com/mrcrayfish/furniture/init/FurnitureItems.java Quote Link to comment Share on other sites More sharing options...
Siqhter Posted December 9, 2018 Author Share Posted December 9, 2018 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. Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted December 9, 2018 Share Posted December 9, 2018 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...); Quote 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. Link to comment Share on other sites More sharing options...
Siqhter Posted December 9, 2018 Author Share Posted December 9, 2018 1 hour ago, diesieben07 said: I fail to understand what you want an arraylist for. I register them using Spoiler event.getRegistry().registerAll(ItemInit.ITEMS.toArray(new Item[0])); Quote Link to comment Share on other sites More sharing options...
Siqhter Posted December 9, 2018 Author Share Posted December 9, 2018 Sorry if I'm misunderstanding, because I probably am, but isn't it just less code to use an array? With the example you provided wouldn't it be a new line per block? Quote Link to comment Share on other sites More sharing options...
Siqhter Posted December 9, 2018 Author Share Posted December 9, 2018 Ok, I will definitely try that. But it is acceptable to use an array list, create the blocks in a BlockInit class and add them to an array, and then instantiate in RegistryEvent#register? (As long as it is not a static instantiation?) Quote Link to comment Share on other sites More sharing options...
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