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tutorial:items [2019/02/17 23:08] – fixing formatting & image draylartutorial:items [2022/12/18 04:09] (current) – Include command to give newly created item, and syntax formatting on the same line. m4x
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 ==== Introduction ==== ==== Introduction ====
  
-One of the first things you'll want to do with Fabric is registering new item.+Adding a basic item is one of the first steps in modding. You're going to need to create an ''<yarn class_1792>'' object, register it, and give it texture. To add additional behavior to the item you will need a custom <yarn class_1792> class. In this tutorial and all future ones, the “tutorial” namespace is used as a placeholder. If you have a separate modid, feel free to use it instead.
  
-You're going to need to create an Item object, register it, and give it a texture.+==== Registering an Item ====
  
-==== Creating an Item ====+First, create an instance of <yarn class_1792> and store it as a static final field. The constructor takes in an ''<yarn class_1792>.<yarn class_1793>'' (or a ''FabricItemSettings'') instance, which is used to set item properties such as the durability, and stack count. 
  
-To create your first item, create a new class that overrides Item. We'll name our item class 'FabricItem'. Create a standard constructor; your class should now look like this:+<yarncode java [enable_line_numbers="true"]> 
 +public class ExampleMod implements ModInitializer {
  
-  public class FabricItem extends Item +    // an instance of our new item 
-  +    public static final class_1792 CUSTOM_ITEM = new class_1792(new FabricItemSettings()); 
-    public FabricItem() +    [...] 
-    { +
-        super();+</yarncode> 
 + 
 +You'll use the vanilla registry system for registering new content. The basic syntax is ''<yarn class_2378>#<yarn method_10230>(Registry Type, <yarn class_2960>, Content)''. Registry types are stored as static fields in the ''<yarn class_7923>'' or ''<yarn class_2378>'' class, and the identifier is what labels your content. Content is an instance of whatever you're adding. This can be called anywhere as long as it occurs during initialization. 
 + 
 +<yarncode java [enable_line_numbers="true"]> 
 +public class ExampleMod implements ModInitializer { 
 + 
 +    // an instance of our new item 
 +    public static final class_1792 CUSTOM_ITEM = new class_1792(new FabricItemSettings())
 + 
 +    @Override 
 +    public void onInitialize() 
 +        class_2378.method_10230(class_7923.field_41178, new class_2960("tutorial", "custom_item"), CUSTOM_ITEM);
     }     }
-  }+} 
 +</yarncode> 
 +Your new item has now been added to Minecraft. Run the run config ''Minecraft Client'' or ''runClient'' Gradle task to see it in action, execute the command ''/give @s tutorial:custom_item'' in game.
  
-Your super() call will require an Item.Settings objectThis is used to set properties such as the creative inventory category, durability, and stack countWe're just going to tell our item to go in the Misc section:+{{:tutorial:2019-02-17_16.50.44.png?400|}}
  
-  super(new Item.Settings().itemGroup(ItemGroup.MISC)); +For simplicity, you can simplify your code as following: 
-   +<yarncode java [enable_line_numbers="true"]> 
-==== Registering an Item ====+public class ExampleMod implements ModInitializer {
  
-Just like most additions you make in Fabric, you'll need to register your new item to the RegistryYou can call the registry with //Registry.register.// The first argument is the registry typesuch as Registry.ITEM or Registry.BLOCK. The second argument is the name of your addition-- remember to append it with your namespace! In most casesthe last argument is an instance of what you are registering.+    // an instance of our new item 
 +    public static final class_1792 CUSTOM_ITEM = 
 +      class_2378.method_10230(class_7923.field_41178new class_2960("tutorial""custom_item"), 
 +        new class_1792(new FabricItemSettings()));
  
-First, we'll create an instance of our item at the top of our main class. It's useful to keep an instance so you can reference and access it later from different classes:+    @Override 
 +    public void onInitialize() { 
 +    } 
 +
 +</yarncode>
  
-  public class ExampleMod implements ModInitializer +==== Adding Item textures ====
-  { +
-     // an instance of our new item +
-     public static FabricItem fabricItem new FabricItem(); +
-     [...] +
-  }+
  
 +Registering a texture for an item requires an item model json file and a texture image. You're going to need to add these to your resource directory. The direct path of each is:
  
-Second, register your item in your onInitialize methodYou can also register your item in any other class, as long as it's called during initialization.+    Item model: .../resources/assets/tutorial/models/item/custom_item.json 
 +    Item texture: .../resources/assets/tutorial/textures/item/custom_item.png
  
-  public class ExampleMod implements ModInitializer +Our example texture can be found [[https://i.imgur.com/CqLSMEQ.png|here]].
-  { +
-     // an instance of our new item +
-     public static FabricItem fabricItem = new FabricItem(); +
-     @Override +
-     public void onInitialize() +
-     { +
- Registry.register(Registry.ITEM, "my-mod:fabric_item", fabricItem); +
-     } +
-  }+
  
 +If you registered your item properly in the first step, your game will complain about a missing texture file in a fashion similar to this:
  
-At this point, if you start your Minecraft gameyou will see your new itemPretty easy!+    [Server-Worker-1/WARN]: Unable to load model: 'tutorial:custom_item#inventory' referenced from: tutorial:custom_item#inventory: java.io.FileNotFoundException: tutorial:models/item/custom_item.json 
 +It conveniently tells you exactly where it expects your asset[s] to be found-- when in doubtcheck the log.
  
-{{:tutorial:2019-02-17_16.50.44.png?400|}}+A basic item model template is: 
 +<code JavaScript> 
 +{ 
 +  "parent": "item/generated", 
 +  "textures": { 
 +    "layer0""tutorial:item/custom_item" 
 +  } 
 +
 +</code> 
 +The parent of your item changes how it's rendered in the hand and comes in useful for things like block items in the inventory"item/handheld" is used for tools that are held from the bottom left of the texturetextures/layer0 is the location of your image file.
  
-==== Adding Item textures ====+Final textured result:
  
-You're probably annoyed with the black & purple missing texture, so we'll fix that now+{{:tutorial:item_texture.png?400|}}
  
-Registering a texture for an item requires an item model .json file and a texture image. You're going to need to add these to your resource directory; the direct path of each is:+==== Creating an Item class ====
  
-    Item model: //resources/assets/my-mod/models/item/fabric_item.json// +To add additional behavior to the item you will need to create an Item classThe default constructor requires an Item.Settings object. 
-    Item texture: //resources/assets/my-mod/textures/item/fabric_item.png//+<yarncode java [enable_line_numbers="true"]> 
 +public class CustomItem extends class_1792 {
  
-Note that my-mod is your modid. If you registered your item properly in the first step, your game will also complain about a missing texture file in a fashion similar to this:+    public CustomItem(class_1793 settings) { 
 +        super(settings); 
 +    } 
 +
 +</yarncode>
  
-    [Server-Worker-1/WARN]: Unable to load model: 'my-mod:fabric_item#inventory' referenced from: my-mod:fabric_item#inventory: java.io.FileNotFoundException: my-mod:models/item/fabric_item.json +A practical use-case for a custom item class would be making the item play a sound when you use it
-     +<yarncode java [enable_line_numbers="true"]> 
-It conveniently tells you exactly where to put your item model file, so this is good for when you can't figure it out yourself.+public class CustomItem extends class_1792 {
  
-As for the actual contents of your item json file, a basic template is as follows:+    public CustomItem(class_1793 settings) { 
 +        super(settings); 
 +    }
  
-  { +    @Override 
-    "parent": "item/generated", +    public class_1271<class_1799> method_7836(class_1937 worldclass_1657 playerEntity, class_1268 hand) 
-    "textures": +        playerEntity.method_5783(class_3417.field_14983, 1.0F, 1.0F); 
-      "layer0": "my-mod:item/fabric_item"+        return class_1271.method_22427(playerEntity.method_5998(hand));
     }     }
-  +
-   +</yarncode>
-The parent of your item changes how it's rendered in the hand and comes in useful for things like block items in the inventory. textures/layer0 is the location of your image file.+
  
-If you set everything up correctly, you should be met with a textured item:+Replace the old <yarn class_1792> object with an instance of your new item class: 
 +<yarncode java [enable_line_numbers="true"]> 
 +public class ExampleMod implements ModInitializer {
  
-{{:tutorial:item_texture.png?400|}}+    // an instance of our new item 
 +    public static final CustomItem CUSTOM_ITEM = new CustomItem(new FabricItemSettings()); 
 +    [...] 
 +
 +</yarncode> 
 +If you did everything correctly, using the item should now play a sound. 
 + 
 +==== What if I want to change the stack size of my item? ==== 
 + 
 +For this you would use ''<yarn method_7889>(int size)'' inside ''FabricItemSettings'' to specify the max stack size. Note that if your item is damageable you cannot specify a maximum stack size or the game will throw a RuntimeException. 
 +<yarncode java [enable_line_numbers="true"]> 
 +public class ExampleMod implements ModInitializer { 
 + 
 +    // An instance of our new item, where the maximum stack size is 16 
 +    public static final CustomItem CUSTOM_ITEM = new CustomItem(new FabricItemSettings().method_7889(16)); 
 +    [...] 
 +
 +</yarncode> 
 + 
 +==== Make your item become fuel, or compostable ==== 
 + 
 +If you want to make it a fuel so that it can be used in a furnace, you can use ''FuelRegistry'', for example: 
 +<code java> 
 +public class ExampleMod implements ModInitializer { 
 +    [...] 
 +     
 +    @Override 
 +    public void onInitialize() { 
 +        [...] 
 +        FuelRegistry.INSTANCE.add(CUSTOM_ITEM, 300) 
 +    } 
 +} 
 +</code>
  
 +Similarly, you can use a ''CompostingChanceRegistry'' to make it compostable in a composter.
 +==== Next Steps ====
 +[[tutorial:itemgroup|Add your item to your own ItemGroup]].
tutorial/items.1550444915.txt.gz · Last modified: 2019/02/17 23:08 by draylar