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[1.12.2] Custom slabs with RegistryHandler


FloppyGaming

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I am new to Minecraft modding, so I followed 2 tutorials on how to make custom blocks. 1 by Harry Talks, the other one by Loremaster. Both of the series use the same type of RegistryHandler's, but both series don't show how to use this way of registering slabs, stairs or walls. I found a post about custom slabs, but it does not use a RegistryHandler to register the slabs. Looking at it, I can understand what is going on. I just have a hard time converting that code to the other technique.

 

Therefor my question is, given the RegistryHandler, BlockSlabBase and BlockInit bellow, how do I go on about registering a new slab?

My code could be completely off to what it should be, but that's just because of the lack of tutorials.


 

Spoiler

 

BlockSlabBase


public class BlockSlabBase extends BlockSlab implements IHasModel {
	public BlockSlabBase(String name, Material material) {
		super(material);
		setUnlocalizedName(name);
		setRegistryName(name);
		setCreativeTab(CreativeTabs.BUILDING_BLOCKS);
		
		BlockInit.SLABS.add(this);
		ItemInit.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName()));
	}
	
	@Override
	public void registerModels() {
		Main.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory");
	}

	@Override
	public String getUnlocalizedName(int meta) {
		// TODO Auto-generated method stub
		return null;
	}

	@Override
	public boolean isDouble() {
		// TODO Auto-generated method stub
		return false;
	}

	@Override
	public IProperty<?> getVariantProperty() {
		// TODO Auto-generated method stub
		return null;
	}

	@Override
	public Comparable<?> getTypeForItem(ItemStack stack) {
		// TODO Auto-generated method stub
		return null;
	}
	
	public static class Double extends BlockSlabBase {

		public Double(String name, Material material) {
			super(name, material);
		}

		@Override
		public boolean isDouble() {
			return true;
		}

	}

	public static class Half extends BlockSlabBase {

		public Half(String name, Material material) {
			super(name, material);
		}

		@Override
		public boolean isDouble() {
			return false;
		}
	}
}

 

RegistryHandler


package com.floppygaming.sswm.util.handlers;

import com.floppygaming.sswm.init.BlockInit;
import com.floppygaming.sswm.init.ItemInit;
import com.floppygaming.sswm.util.IHasModel;

import net.minecraft.block.Block;
import net.minecraft.block.BlockSlab;
import net.minecraft.item.Item;
import net.minecraftforge.client.event.ModelRegistryEvent;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

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

 

BlockInit


package com.floppygaming.sswm.init;

import java.util.ArrayList;
import java.util.List;

import com.floppygaming.sswm.objects.blocks.BlockBase;
import com.floppygaming.sswm.objects.blocks.slabs.BlockSlabBase;

import net.minecraft.block.Block;
import net.minecraft.block.BlockSlab;
import net.minecraft.block.material.Material;

public class BlockInit {
	public static final List<BlockSlab> SLABS = new ArrayList<BlockSlab>();
	
	public static final BlockSlab ANDESITE_SLAB = new BlockSlabBase("andesite_slab", Material.ROCK);
}

 

 

 

 

Edited by FloppyGaming
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I’m just gonna link this, read it, it’s all important. https://gist.github.com/Cadiboo/fbea89dc95ebbdc58d118f5350b7ba93

 

Slabs are a fairly complicated thing for a new Modder, as they involve 2 semi-seperate blocks and 1 custom itemblock. 

Heres my slab class (not how it’s abstract had has 2 subclasses, double & single) https://github.com/Cadiboo/Legendary-Winter/blob/master/src/main/java/geek/legendarywinter/blocks/BlockWinterstoneSlab.java

I create the blocks with

	registry.register(setupBlock(new BlockWinterstoneSlab.Half(), "winterstone_slab"));
	registry.register(setupBlock(new BlockWinterstoneSlab.Double(), "winterstone_double_slab"));
	

and the itemblock with

	final ItemSlab itemSlab = new ItemSlab(WINTERSTONE_SLAB_HALF, WINTERSTONE_SLAB_HALF, WINTERSTONE_SLAB_DOUBLE);
	final ResourceLocation name = WINTERSTONE_SLAB_HALF.getRegistryName();
	itemSlab.setRegistryName(name);
	registry.register(itemSlab);
	

I use a local variable and don’t chain setRegistryName because it returns an Item and not an ItemSlab, it’s not necessary though

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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