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[Solved][Outdated]How to override/use blocks without custom class


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Posted (edited)

I am working my way through the docs and I find this: https://mcforge.readthedocs.io/en/latest/blocks/blocks/#basic-blocks

I think this is a great place to start and so I decide I want to create a rock-type class that breaks easily. Simple enough right? Well not for me rn.

I start with a base project: https://github.com/djpeach/ExampleMod/tree/baseStructure

I start trying to work with what I can figure out and try:

@SubscribeEvent
public static void addBlocks(RegistryEvent.Register<Block> event) {
    Block myRock = new Block(Material.ROCK);
    myRock.setHardness(0.1f);
    event.getRegistry().register(myRock);
}

I guess perhaps this is registering, but I cannot see it in my creative tabs so I try:


myRock.setCreativeTab(CreativeTabs.MATERIALS);

Still nothing. I don't know quite what to try next. My gut tells me it has something to do with registries, which is where I am most confused. I figure it might have to do with https://mcforge.readthedocs.io/en/latest/concepts/registries/#creating-registries, more specifically the ObjectHolder stuff. I can't seem to work out its purpose however.

If someone could nudge me down the right path here, that would be great. Going to move on to Items for now. Hopefully they are easier :)

Edited by devguydan
Solved/outdated

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Posted

1. Remember to set the block's registry name with Block#setRegistryName.

2. If you want to have an item representation of your block, you also need to register an ItemBlock of it (in RegistryEvent.Register<Item>):

itemRegistry.register(new ItemBlock(myBlock));

.

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Posted (edited)

What exactly does the registryName do for us? I have read that page 5+ times and it doesn't really say why. But I did it and I registered an ItemBlock with it. Still not working

 

I know I could get this working if I followed all these examples with external classes, but the docs very clearly say that is not necessary for the basics. And I want to be able to understand what is going on at a lower level before moving into more abstract designs.

Edited by devguydan
Added why I am doing it this way

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Posted (edited)

1. A registry name is like the unique identifier for a block/item.

2. Push your repo. I cannot find your code for your block in all 4 branches.

Edited by DavidM

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4. 

Quote

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

6.

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Support & Bug Reports:

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Posted

pushed

Where is that unique id used? The resources and textures? I can't even get it to tell me it can't find the resources 

 

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Posted

Makes sense. I'm just so far from that rn. I want to register and see an [unrendered] block. And I want to do it at a VERY basic level. I don't want to extend the Block class or anything. The docs make it seem this is very possible, so idk what step in this I am missing.

 

This is what I expect to see:  

image.png

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Posted

And it would be nice to learn (along the same lines) how to modify the hardnes/other properties of existing blocks. Say for example, make dirt hard as obsidian.

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Posted

One thing I am noticing in other code that I don't have is 

ModelRegistryEvent

and 

ModelLoader.setCustomModelResourceLocation()

Is this the step I am missing? I cannot find anything about registering models or setting the resource location in the docs. Are there more in-depth docs somewhere? Or do I need to start diving into source code and reading comments?

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Posted

Ok I lowercase and matched my registry names.

I made the @ObjectHolder variable final, and created the Block when registering it? Not sure how to do this part

@SubscribeEvent
public static void addBlocks(RegistryEvent.Register<Block> event) {
    Blocks.myRock.setHardness(0.1f);
    Blocks.myRock.setCreativeTab(CreativeTabs.MATERIALS);
    Blocks.myRock.setRegistryName(MOD_ID,"myrock");
    event.getRegistry().register(new Block(Material.ROCK));
}

 

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Posted
2 minutes ago, diesieben07 said:
  • You cannot access Blocks.myRock there. Object holders are initialized after all registry events.
  • Use a local variable, apply all properties to it, then register it. Blocks.myRock will then be filled properly by @ObjectHolder.

Ok I totally misunderstood their purpose then. So I know they are refreshed after block, item, and then all other registry events. What does "refreshed" do to them and why? What do they get used for down the line?

 

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  • 10 months later...
Posted (edited)

It’s funny seeing how much stuff I did not know back then. I understand all this now, and am lost and confused on completely different things now, yay!

 

And I can’t believe this was less than a year ago. I don’t remember it at all.

Edited by devguydan
Timeline wow

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Posted

Btw, DeferredRegister is the best way to do stuff now.

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Posted
3 hours ago, Cadiboo said:

Btw, DeferredRegister is the best way to do stuff now.

Yes! I was trying to get Deferred registers to work based on what I saw in your example mod, but was getting issues with a null registry. I got it all working without deferred registries now, so I plan to revisit it again next time I get a chance to look at it. Also just curious, what are the benefits of the deferred registries over the event hooks? Sounds like they both register things at the correct time.

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Posted (edited)
On 2/11/2020 at 1:49 AM, devguydan said:

what are the benefits of the deferred registries over the event hooks? 

DeferredRegister uses the event hooks. They just have much simpler and cleaner syntax. They also take care of ensuring your object references stay up to date and also support registry overrides.

Edited by Cadiboo
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Posted
1 hour ago, Cadiboo said:

ensuring your object references stay out of date

I am pretty sure this is not what you meant. ;)

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