Posted January 16, 20196 yr I guess this is kind of basic. How does one properly register blocks with multiple states, say, StoneBricks with DEFAULT, CHISELED, MOSSY, and CRACKED variants, so that its variants show up in creative tabs / jei?
January 16, 20196 yr (And register item models for all variants, as normal) 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.
January 17, 20196 yr Author 16 hours ago, diesieben07 said: override Block#getSubBlocks to return all possible options. Thanks for the reply. The Block#getSubBlocks is void, so I assume the following is what's expected: @Override public void getSubBlocks(CreativeTabs itemIn, NonNullList<ItemStack> items) { Item itemBricks = new ItemBlockBricks(this); items.add(new ItemStack(itemBricks, 1, 0)); items.add(new ItemStack(itemBricks, 1, 2)); items.add(new ItemStack(itemBricks, 1, 3)); } And of course, here's my ItemBlockBricks class public class ItemBlockBricks extends ItemMultiTexture { private static String[] names = new String[]{"bricks_basalt", "", "bricks_basalt_carved", "bricks_basalt_cracked"}; public ItemBlockBricks(Block block) { super(block, block, names); setRegistryName("bricks_basalt"); } @Nonnull @Override public String getUnlocalizedName(ItemStack stack) { int meta = stack.getMetadata(); return meta < 4 ? names[meta] : ""; } } I then register their models using ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(item.getRegistryName(), id)); where id is passed "inventory", item is passed the custom ItemBlockBricks instance. However, this gives a NullPointerException whose stack trace does not contain my own classes. I've done quite a lot of code-reading trying to get an idea how this is done in other mods, read the Forge documentation, and watched youtube tutorials with no luck. I feel like I'm missing something here.
January 18, 20196 yr Author I am now creating my ItemBlockBricks instance in my Block constructor, with Block#getSubBlocks overridden like this: @Override public void getSubBlocks(CreativeTabs itemIn, NonNullList<ItemStack> items) { items.add(new ItemStack(this, 1, 0)); items.add(new ItemStack(this, 1, 2)); items.add(new ItemStack(this, 1, 3)); } I also registered these items using ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(item.getRegistryName(), id)); with meta passed 0, 2, and 3 respectively. This kind of works, now I've got 3 separate slots in JEI/creative tab with the blocks, except that they all have the same texture (with different unlocalized names). Here's my blockstate file: { "variants": { "variant=default": { "model": "verbum:bricks_basalt" }, "variant=cracked": { "model": "verbum:bricks_basalt_cracked" }, "variant=carved": { "model": "verbum:bricks_basalt_carved" } } }
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