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Posted
30 minutes ago, superminerJG said:

I used registry events to register an item and a block.

Really?

https://github.com/JGgithub2018/Fluxed-Machinery/blob/master/src/main/java/jgcodes/fluxmachines/ModClass.java#L70-L81

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Posted

In your mod setup class, you need to add this to your item registry function:

event.getRegistry().register(new FirstItem());

FirstItem will be replaced with the name of your item class in src/main/java/jgcodes/fluxmachines/items and your constructor name in that class (their names should be the same).

 

Also, textures are client side, and you put your texture in the data folder which is server side. Your redstone ingot PNG file should go into src/main/resources/assets/fluxmachines/textures/item. 

 

Lastly, this is preference (I believe), but I’d name your Mod class to the name of your mod, like FluxMachines.java,  it ModClass.java.

 

Remember, you still need a model, a class, and an optional recipe.

 

If you need more help, here is my git repo (it has some other stuff in it that need to be ignored, such as a GUI): https://github.com/IAmAFrenchFry/CadeMod

 

Hope this helps.

Posted

Can you please explain this and this?

Don't keep lists of your objects around.

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Posted (edited)

You don't have an event subscriber for the registry events.

Pretty sure you need a @SubscribeEvent here.

Don't make your own setup system; it is pointless and unreadable. Keep things simple and use the event subscriber normally.

Edited by DavidM

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Posted

You're using static fields in you registry entries

Instantiate your blocks and items at the same place you register them 

 

It should look more like this:

public static void onBlocksRegistry(final RegistryEvent.Register<Block> blockRegistryEvent) {
    			blockRegistryEvent.getRegistry().registerAll(
    					new Block(Block.Properties.create(Material.IRON)).setRegistryName(MODID,"test_block")); 
        }

 

For blocks, you will either need an Object Holder, or iterate the Block Registry to register the corresponding ItemBlocks

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