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Registering Blocks with Blockstates


MichaelVitrio

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(And register item models for all variants, as normal)

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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.

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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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