Jump to content

Recommended Posts

Posted

Hi everyone,

I created two different items 1- Sacrifice Heart / 2- Sacrifice Ingot

 

Them json and pngs are different but they have same texture in game. How can i fix this bug?

 

Sacrifice Heart json

---------------------------------------

{
   "parent": "item/generated",
   "textures": {
       "layer0": "sacri:items/heart_sacrifice"
   }
}

---------------------------------------------------

Sacrifice Ingot json

---------------------------------------------------

{
   "parent": "item/generated",
   "textures": {
       "layer0": "sacri:items/ingot_sacrifice"
   }
}

-----------------------------------------------

 

Posted

@Override
    public void registerModels() {
        
        Main.proxy.registerItemRenderer(this, 0, "inventory");
        
    }

 

And i'm not using Forge's blockstate

Posted

You have posted a function that doesn't tell me anything. I don't know where it is defined and what your proxy's registerItemRenderer does. 

Although this alone leads me to suspect you are using IHasModel in which case - don't.

Posted

-------------MORE INFORMATION-----------

I'm using IHasModel

public interface IHasModel {
	
	
	public void registerModels();
}

 

This is place that i register

 

public class ItemBase extends Item implements IHasModel{

	public ItemBase(String name) {
		
		
		setUnlocalizedName(name);
		setCreativeTab(CreativeTabs.MISC);
		setRegistryName(name);
		
		ItemInit.ITEMS.add(this);
	}

	@Override
	public void registerModels() {
		
		Main.proxy.registerItemRenderer(this, 0, "inventory");
		
	}
	
}

Another class

@EventBusSubscriber
public class RegistryHandler {

	
	@SubscribeEvent
	public static void onItemRegister(RegistryEvent.Register<Item> event) {
		
		event.getRegistry().registerAll(ItemInit.ITEMS.toArray(new Item[0]));
		
	}
	
	@SubscribeEvent
	public static void onModelRegister(RegistryEvent event) {
		
		
		for(Item item : ItemInit.ITEMS) {
			
			if(item instanceof IHasModel) {
				((IHasModel)item).registerModels();
			}
				
			
		}
	}

 

Posted (edited)

Stop using IHasModel.

 

Code Style Issue #3 (and #1)

See also Problematic Code #7 and possibly #14
 

Want to read more about IHasModel? I've posted the same thing like 30 times elsewhere. I'm getting sick of it.

 

http://www.minecraftforge.net/forum/search/?&amp;q=IHasModel&amp;type=forums_topic&amp;author=Draco18s&amp;search_and_or=or&amp;sortby=relevancy

Edited by Draco18s

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.

Posted
On 2/3/2019 at 3:45 AM, Draco18s said:

like 30 times elsewhere

More like 300

 

What: Not using an interface to register models

Why: This interface (commonly called IHasModel) is unnecessary. All items need models and nothing about model registration requires private or protected data.

Consequences: This interface makes you write 4 lines of code in each class and 2+ lines of code in your registry event, when 1 or 2 lines of code could accomplish the exact same thing. It also leads to weird bugs when you forget to make your object implement the interface.

How: Simply register each model in the registry event (1 line of code for each model) or write a loop that does it for you (1 or 2 lines depending on the implementation). For example:

Write out

registerModel(item, meta, variant)

for each item and variant or write a loop like this

for (Item item : allModItemsAndItemBlocks)
	    registerModel(item, meta, variant);

A list of all your items can be acquired in many ways, such as looping over registries and checking domain, keeping your own list, looping over registries and using an instanceof check etc.

 

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)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Do you mean waystones?   You can use KubeJS to remove and add a changed recipe for it: https://www.curseforge.com/minecraft/mc-mods/kubejs   Add KubeJS and start the modpack once to generate the files for the mod   In your modpack folder, you will find now a kubejs folder Go to server_scripts (create the folder if missing) - yes, also for singleplayer, use the server_scripts folder Create a new file "reciperemove.js" Edit this file and add the recipe for the waypoint mod: ServerEvents.recipes(event => { let toRemove = [ {output: 'waystones:example_item'}, ]; for (const remove of toRemove) { event.remove(remove); } }) Just make sure you are using the correct item ID   Create another file "recipes.js" in the server_scripts folder and use: ServerEvents.recipes(event => { event.shaped( Item.of('waystones:example_item'), [ 'AAA', 'BCB', 'AAA' ], { A: 'minecraft:stone', B: 'waystones:item_1', C: 'waystones:item_2' } ) })   The Letter Block with AAA etc is a crafting table - so there you define the recipe and the items      
    • I am currently making a modpack for myself and I want to change the recipe for waypoints*. How do I do this? Is there a simply way to change an existing recipe (or to delete the old one and make a new one). I only need a for 1 single player world. My coding Knowledge is limited to arduinos but I feel I could teach myself some Java if needed *waypoint mod by BlayTheNinth
    • Tired of the same old iron sword and pickaxe? Dive into a world of enhanced possibilities with Droid's Implements! This exciting addition to your Minecraft experience introduces:   Four Unique Weapons:    Daggers: Quick, cheap, and effective, great for agility. Applies Weakness for one minute. Warhammers: A powerful option for defeating strong enemies. Applies Harming for a quarter of a second, making it ineffective against the undead. Spears: A balanced weapon with fair damage and speed. Applies Mining Fatigue, making escape difficult for cornered enemies. Clubs: Hard-hitting yet slow, the club is a robust alternative to the sword. Applies Slowness, increasing the chance of catching your enemy.   Two Handy Tools:   The Mining Hammer: A worthwhile alternative to the pickaxe, the Mining Hammer mines in a 3x3 area, making mining stone more efficient. The Heavy Shovel: A beneficial substitute to the shovel, the Mining Hammer mines in a 3x3 area, making mining sand and gravel more efficient.   Damage Comparison: Dagger > Spear > Sword = Club > Warhammer     Check it out now!
    • Trying to start a custom modpack I believe the error is due to a client side mod or maybe a missing mod, i'm not entirely sure what exactly I'm looking at though.  All I can see is a structurize error and the server hanging on after the version checker.   Logs: https://paste.ee/p/bcMebiRS Import Code: eERIXs5e
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.