Jump to content

onBlockActivated not being called?


Recommended Posts

I'm trying to get into minecraft modding.. But onBlockActivated just will not do anything.

public class BlockBase extends Block implements IHasModel {
	public BlockBase(String name, Material material) {
		ModItems.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName()));

	public void registerModels() {
		Main.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory");
	public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn,
			EnumHand hand, ItemStack heldItem, EnumFacing side, float hitX, float hitY, float hitZ) {
		if (!worldIn.isRemote) {
			return false;
		playerIn.sendMessage(new TextComponentString("test: " + playerIn.getDisplayNameString()));
		Main.logger.warn("Right click");
		return true;


Link to comment
Share on other sites

I am not sure this is the method's signature and you don't have an override annotation over it. Place that annotation and make sure the signature is correct. Also don't manually override methods, use your IDE.


As for other issues:

25 minutes ago, heyitsmenobodyy said:


Don't use BlockBase, there is already a BlockBase, it's called Block.


25 minutes ago, heyitsmenobodyy said:

ModBlocks.BLOCKS.add(this);  ModItems.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName()));

Don't ever use static initializers. Instantinate your stuff directly in the appropriate registry event.


25 minutes ago, heyitsmenobodyy said:


IHasModel is stupid. All items need models and nothing about model registration requires access to private/protected data. Register your models directly in the ModelRegistryEvent. You can even do it with a loop and write a metric ton less code. And even if you don't use a loop you still write 1/3 of the code you would with IHasModel.

  • Confused 1
Link to comment
Share on other sites

public boolean onBlockActivated(IBlockState state, World worldIn, BlockPos pos, EntityPlayer player, EnumHand hand, EnumFacing side, float hitX, float hitY, float hitZ)

This is how Block#onBlockActivated is defined. You are not overriding it as your parameters are wrong.

Edited by DavidM
  • Thanks 1

Some tips:


Modder Support:


1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.



Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.



The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:


1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.



Link to comment
Share on other sites

14 hours ago, V0idWa1k3r said:

Don't use BlockBase, there is already a BlockBase, it's called Block

What: Not using an object base class.
Why: Using an object base class (commonly called BlockBase or ItemBase) is unnecessary and is an anti-pattern. There is already a BlockBase class, it’s the minecraft Block class. Making a class just to have its children inherit default implementations of methods goes against the OOP principle of Composition over Inheritance.
Consequences: Using a class like this stops you from extending other classes and because lots of minecraft code uses instanceof checks to specially handle logic, you are likely to encounter weird and hard-to-fix bugs.
How: Instead of putting all your common logic in one class and extending it, extract the logic to utility methods. For example: Instead of calling setRegistryNamesetTranslationKey, etc. inside your object base’s constructor, extract it to a helper method and call it on every object when you create it. In this example setup calls the above methods.

registry.register(setup(new CustomItem(), "custom_item"));


14 hours ago, V0idWa1k3r said:

Don't ever use static initializers. Instantinate your stuff directly in the appropriate registry event

What: Not using static initialisers.
Why: Using static initialisers does not allow you to control when your objects are created or the order in which your objects are created.
Consequences: Using static initialisers prevents other mods from overriding your objects, prevents forge from being able to dynamically load/unload mods and can cause weird, unreproducible crashes.
How: Use the @ObjectHolder annotation if you need static references to your objects and create & register your objects in the appropriate registry event. (Note: before registry events Modders created and registered their items in preInit. This practice became out of date in 1.7 with the introduction of registry events, and is no longer possible in 1.13).


14 hours ago, V0idWa1k3r said:


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.


Read more code common issues & solutions at https://gist.github.com/Cadiboo/fbea89dc95ebbdc58d118f5350b7ba93

Edited by Cadiboo
  • Thanks 3

About Me


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)

Link to comment
Share on other sites

Thanks all of you for the help, I got it working now.

package com.shoshonerp.shoshonerp.blocks;

import com.shoshonerp.shoshonerp.Main;
import com.shoshonerp.shoshonerp.init.ModBlocks;
import com.shoshonerp.shoshonerp.init.ModItems;
import com.shoshonerp.shoshonerp.util.Reference;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.world.World;

public class BlockBase extends Block {
	public BlockBase(String name, Material material) {
		this.setRegistryName(Reference.MOD_ID, name);
		ModItems.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName()));
    public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) {
    	Main.logger.info("onBlockActivated called");
        return true;


Link to comment
Share on other sites

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.

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.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • SOLVED! I ended up fixing this after a fresh night of sleep and cloning the forge repo and looking through that. I had to add a BiomeModifier class to my mod, see this file here for assistance: MinecraftForge/src/test/java/net/minecraftforge/debug/world/BiomeModifierTest.java at 1.20.1 · MinecraftForge/MinecraftForge (github.com)
    • Hello, I'm creating a mod that should have a classic config file that I create with: ModLoadingContext.get().registerConfig(ModConfig.Type.COMMON, Config.SPEC); but I want also to have into server config folder more files .yml that I handle from the plugin. How can I create that yaml files?
    • Hi, I've been having a problem with Level 4 enchants on tools and items, it will not let me enchant any weapon or item past level 4, level 3 works on somethings but when I try to enchant it will either not show up in the anvil or when using the /enchant command it will say *item does not support the enchantment. I've tried efficiency 4 on a pickaxe and axe and it will not work.
    • Hello! I am posting since I am at the end of the road in terms of googling this solution and/or pouring through github projects. As the title suggests, I am trying to spawn my custom flower into the overworld into existing biomes, nothing crazy just a flower block spawned into the world. I added an entry into forge/biome_modifier called add_dreamcap_mushroom.json. It is as follows: { "type": "forge:add_features", "biomes": [ , "minecraft:plains", "minecraft:jungle", "minecraft:birch_forest", "minecraft:sparse_jungle", "minecraft:forest" ], "features": "herbalistmod:dreamcap_mushroom_patch", "step": "vegetal_decoration" }   I have a directory worldgen/configured_feature with dreamcap_mushroom_patch.json as follows:   { "type": "minecraft:random_patch", "config": { "feature": { "feature": { "type": "minecraft:simple_block", "config": { "to_place": { "type": "minecraft:simple_state_provider", "state": { "Name": "herbalistmod:dreamcap_mushroom_block" } } } }, "placement": [ { "type": "minecraft:block_predicate_filter", "predicate": { "type": "minecraft:matching_blocks", "blocks": "minecraft:air" } } ] }, "tries": 32, "xz_spread": 7, "y_spread": 3 } }   I have a directory worldgen/placed_feature with dreamcap_mushroom_patch.json as follows: { "feature": "herbalistmod:dreamcap_mushroom_patch", "placement": [ { "type": "minecraft:count", "count": 2 }, { "type": "minecraft:in_square" }, { "type": "minecraft:heightmap", "heightmap": "WORLD_SURFACE_WG" }, { "type": "minecraft:biome" } ] }   As far as I know, these are the only files I need in order to generate blocks, etc into the world, yet despite this I have made tons of worlds searching high and low and my block is nowhere to be found. Am I doing something wrong here or missing something obvious? Thanks in advance!  
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
  • Create New...

Important Information

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