To have something useful we can do with our item, let’s add a recipe to turn two of our coins into a diamond. (You could probably do something better, like shapeless recipes to turn 10 coins into a diamond or a diamond into 10 coins.)
Here is the full class including the parts we added earlier:
package modderdojo.firstitem; import net.minecraft.init.Blocks; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.registry.GameRegistry; @Mod(modid = "firstitem", name = "First Item Mod from ModderDojo by Michael", version = "1.0") public class MyFirstMod { @EventHandler public void preInit(FMLPreInitializationEvent event) { MyFirstItem first = new MyFirstItem(); first.setTextureName("modderdojo:md2"); GameRegistry.registerItem(first, "MichaelFirstItem"); // This name doesn't have to be same as unlocalised name, but no harm in them being the same // Recipe to turn 2 of our items into diamond ItemStack myStack = new ItemStack(first); ItemStack diamond = new ItemStack(Items.diamond); GameRegistry.addRecipe(diamond, "x ", " x", 'x', first); } }
Note that for built-in items like a diamond, you can write Items.diamond to get a diamond object to use in your recipe code. Since our item is not built-in, we have to create an item object. We already have one called first in the preInit code, so we use that in our addRecipe code.
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