shadowfacts.net/site/tutorials/forge-modding-112/creative-tabs.md

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```
metadata.title = "Creative Tabs"
metadata.date = "2016-06-14 16:26:00 -0400"
metadata.series = "forge-modding-112"
metadata.seriesName = "Forge Mods for 1.12"
```
In this tutorial, we are going to create a custom creative tab that players can use to access all of our items when in creative mode.
## Creative Tab
First off, let's create our creative tab class. Create a class called `TutorialTab` that extends `CreativeTabs`. It will need a couple things:
1. A no-args constructor that calls the super constructor with the correct label.
2. An overriden `getTabIconItem` which returns the item to render as the icon.
The `String` passed into the super constructor is the label. The label is used to determine the localization key for the tab. For the label, we are going to pass in `TutorialMod.modId` so Minecraft uses our mod's ID to determine the localization key.
The item stack we return from the `getTabIconItem` will be rendered on the tab in the creative inventory GUI. We'll use `ModItems.ingotCopper` as the icon so our creative tab has a nice distinctive icon.
```java
package net.shadowfacts.tutorial.client;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.ItemStack;
import net.shadowfacts.tutorial.TutorialMod;
import net.shadowfacts.tutorial.item.ModItems;
public class TutorialTab extends CreativeTabs {
public TutorialTab() {
super(TutorialMod.modId);
}
@Override
public ItemStack getTabIconItem() {
return new ItemStack(ModItems.ingotCopper);
}
}
```
Let's add a field to our `TutorialMod` class that stores the instance of our creative tab.
```java
// ...
public static final TutorialTab creativeTab = new TutorialTab();
// ...
```
## Updating Everything Else
Now that we've got our creative tab all setup, let's change all of our items and blocks to use it.
Let's add a line to the end of our `BlockBase` and `ItemBase` constructors that calls `setCreativeTab` with our creative tab.
```java
public BlockBase(Material material, String name) {
// ...
setCreativeTab(TutorialMod.creativeTab);
}
```
```java
public ItemBase(String name) {
// ...
setCreativeTab(TutorialMod.creativeTab);
}
```
We'll also need to add this line to the `BlockCropCorn` and `ItemCornSeed` classes because they don't extend our base item/block classes.
```java
public BlockCropCorn() {
// ...
setCreativeTab(TutorialMod.creativeTab);
}
```
```java
public ItemCornSeed() {
// ...
setCreativeTab(TutorialMod.creativeTab);
}
```
Lastly, we'll need to update our `ModBlocks` and `ModItems` classes so we're no longer setting the creative tabs to other tabs.
Remove the `setCreativeTab` call from the end of the BlockOre constructor on the line where we register/create the copper ore block.
Remove the `setCreativeTab` calls from the copper ingot and corn items in `ModItems`.
## All Done!
Now when we start the game and open the creative inventory, we should be able to see our creative tab on the second page.
![our creative tab in action](http://i.imgur.com/JfEhwvu.png)