Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[1.16.1] Armor and Implementing Custom Models

Recommended Posts

Armor with custom armor models are an absolute pain to correctly implement with no understanding. So, to counteract that, I have decided to write a detailed account of how to create your armor and your model correctly. Please note: I will not go over the specifics of any particular modeling software or anything that should already be known about items. I expect that you have made at least one item before and know how to register it.


Here is the link if you would like to take a read. Please let me know if there is anything I need to correct or update.

  • Like 2
  • Sad 1
Link to post
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.

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

    • DeferredRegister usage is explained both in the documentation about registries as well as the DeferredRegister javadoc. I'll repeat it here for you: private static final DeferredRegister<Block> MINECRAFT_BLOCK_OVERRIDES = DeferredRegister.create(ForgeRegistries.BLOCKS, "minecraft"); public static final RegistryObject<Block> SAND = MINECRAFT_BLOCK_OVERRIDES.register( "sand", () -> new Block(...) )  
    • Do not put DeferredRegister and their entries in separate classes. It can lead to issues due to unloaded classes. Using the empty register method is an ugly hack and not necessary.
    • I'm trying to register an object that uses other items in the class but I'm not sure how to make it register properly   Blueprints.java: (creating new blueprint)   public class Blueprints { private static final List<Blueprint.Resource> SKANA_RESOURCES = Arrays.asList( new Blueprint.Resource(Items.STICK, 1), new Blueprint.Resource(Resources.MORPHICS.get(), 1) ); public static final RegistryObject<Item> SKANA_BLUEPRINT = Registration.ITEMS.register("skana_blueprint", () -> new Blueprint(new Item.Properties().tab(TennoMC.TAB_TENNO), SKANA_RESOURCES, Swords.SKANA.get()) ); public static void register() {} } Blueprint.java: (my new class) public class Blueprint extends Item { public List<Resource> resources; public Item outputItem; public Blueprint(Properties properties, List<Resource> resources, Item outputItem) { super(properties); this.resources = resources; this.outputItem = outputItem; } public static class Resource { public final Item item; public final int amount; public Resource(Item item, int amount) { this.item = item; this.amount = amount; } } } Registration.java: public class Registration { public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, TennoMC.MOD_ID); public static void init() { IEventBus eventBus = FMLJavaModLoadingContext.get().getModEventBus(); ITEMS.register(eventBus); } } TennoMC.java: public TennoMC { registerModAdditions(); } private void registerModAdditions() { // Inits additions Registration.init(); // Inits in game items Resources.register(); Blueprints.register(); }  
    • Then, Explain to me how to do the exact same thing  in the correct way... as I've not seen hide nor hair of it of how to properly do it. For a very select few blocks,  have a custom block class (say SandBlock or Gravelblock) with gravity override, and still retain the same namespace as if it wasn't there (minecraft:sand , as exampe)   If you actually wanna be helpful, explain how that's done and actually explain things.   It's clear I'm not sure how to pull it off  with the same requirement checked off.   -- Saying 'Don't do it that way' isn't helpful, when it's not clear how to do it 'the other way' & still achieve the same goal.
  • Topics

  • Who's Online (See full list)

  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.