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Posted (edited)

I cannot seem to get any recipes to load, whether I am using vanilla items or items from my own mod! Same thing goes for smelting recipes or shapeless crafting. My custom items are registered, named, and textured (and I can use them in-game perfectly), so that is not the problem. From what I can gather, forge must not be able to locate my data folder, since my JSON files are valid but don't seem to do anything. What exactly is the problem here?? 

 

Edited by Techno
Posted

public class WitcheryItems {

    public static final List<Item> ITEMS = new ArrayList<>();

    // Items
    public static final Item SOFT_CLAY_JAR = new ItemBase("soft_clay_jar");
    public static final Item CLAY_JAR = new ItemBase("clay_jar");

}
   @SubscribeEvent
    public static void onRegisterItems(RegistryEvent.Register<Item> event) {
        event.getRegistry().registerAll(WitcheryItems.ITEMS.toArray(new Item[0]));
    }

You creating the items, but you never actually register them.

Witchery.ITEMS is a empty ArrayList, then in registerAll you access it and assign a new empty Item to it.

This won't work, and it looks like that's the issue. Unless I overlooked where you're adding SOFT_CLAY_JAR and CLAY_JAR to the ITEMS array.

Posted

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 (edited)
47 minutes ago, KindOfWay said:


public class WitcheryItems {

    public static final List<Item> ITEMS = new ArrayList<>();

    // Items
    public static final Item SOFT_CLAY_JAR = new ItemBase("soft_clay_jar");
    public static final Item CLAY_JAR = new ItemBase("clay_jar");

}

   @SubscribeEvent
    public static void onRegisterItems(RegistryEvent.Register<Item> event) {
        event.getRegistry().registerAll(WitcheryItems.ITEMS.toArray(new Item[0]));
    }

You creating the items, but you never actually register them.

Witchery.ITEMS is a empty ArrayList, then in registerAll you access it and assign a new empty Item to it.

This won't work, and it looks like that's the issue. Unless I overlooked where you're adding SOFT_CLAY_JAR and CLAY_JAR to the ITEMS array.

Sorry for the confusion, but they most definitely are registered. In the ItemBase class constructor, I add each Item instance to the ArrayList, accessed statically from WitcheryItems. This is to make the code more readable and repeat less code overall. They are definitely registered because the items all work normally in-game, have textures, and can be accessed from the creative menu.

Edited by Techno
Posted (edited)

Does nobody seriously have any idea? Is something broken with Forge? I have never run into this problem despite years of messing around with modding. I even tried recompiling forge and starting over from scratch but i STILL cannot get recipes to work! :(

Edited by Techno
Posted

Did you fix the two problems I pointed out?

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 (edited)
1 hour ago, Draco18s said:

Did you fix the two problems I pointed out?

I was just using ItemBase to test an item, it was never meant to be a solid solution. As for the second problem, I don't see why it's bad practice to create an Item outside of the registry event. The items all still get registered using the proper event and the code is much more readable while preventing a TON of repeated code. Why would it ever be better to type out the line below for every single item or block? 

 

event.getRegistry().register(new Item(new Item.Properties().group(ItemGroup.MISC)).setRegistryName("name");

 

instead i can just type:

 

Item i = new ItemType("name");

 

and the rest is handled in the class constructor. Is there something I am missing?

Edited by Techno
Posted (edited)
12 hours ago, Techno said:

I don't see why it's bad practice to create an Item outside of the registry event.

Its because setRegistryName doesn't work properly. If you don't pass your mod ID, Forge has to figure out what the mod ID should be, and it does that by checking what mod is currently "active" in the registration process.

 

But because you've created your items in a static block, Forge cannot know what the correct mod ID is because your static code is being called at an unknown time. Oh, and specifying the mod ID might not be sufficient. Forge does a lot of things in the background and items MUST be created at a controlled time, and if its done too early, unexpected things might break.

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.

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