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Error with Texture File and Mod Metadata When Registering Item in Minecraft Mod Using NeoForge 1.21


I'm currently developing a Minecraft mod using NeoForge, and I've encountered an issue when registering a custom item. After adding my texture file for the item, I receive the following error when trying to run the client:

Execution failed for task ':generateModMetadata'. 
Could not copy file 'C:\Users\casro\Documents\Minecraft Modding\NeoForge\NeoForge-FalloutMc\src\main\templates\assets\falloutmc\texures\item\nuka_cola.png' to 'C:\Users\casro\Documents\Minecraft Modding\NeoForge\NeoForge-FalloutMc\build\generated\sources\modMetadata\assets\falloutmc\texures\item\nuka_cola.png'.Failed to parse template script (your template may contain an error or be trying to use expressions not currently supported): startup failed:
 SimpleTemplateScript30.groovy: 8: token recognition error at: '\t' @ line 8, column 38.
    {3D� ��#��!��-i�l�����a�e�{�m�a���$   �R.���ɇ�d#�J8?;��,�]'I�V�$�c������&�f�u�=����s�j��W(�� �^�ʔ��������i���D�K�r*U����c}�;I�_�(�V#GA��0���C7�[���� �K���tS��a��]Z9�%iƢ��/)�8�3Ay��ݺ�a�[��~5����    IEND�B`�""");
                                         ^

Additionally, I noticed that my project directory contains a templates folder instead of a resources folder. When I rename the templates folder to resources, the client runs, but I encounter this new error:

File C:\Users\********\Documents\Minecraft Modding\NeoForge\NeoForge-FalloutMc\build\classes\java\main is not a valid mod file
com.electronwill.nightconfig.core.io.ParsingException: Invalid bare key: '${mod_id}'

Here is the screen i get when i renamed the templates folder to resources: Minecraft Client screen when i lead with the folder resources instead of templates

I've attached the full crash report and latest log here: Crash-Report and Latest Log

Maybe these parts of my code might help:

(Main mod file) FalloutMc.java:

package net.cassis2310.falloutmc;

import net.cassis2310.falloutmc.item.ModItems;
import org.slf4j.Logger;

import com.mojang.logging.LogUtils;

import net.neoforged.api.distmarker.Dist;
import net.neoforged.bus.api.IEventBus;
import net.neoforged.bus.api.SubscribeEvent;
import net.neoforged.fml.ModContainer;
import net.neoforged.fml.common.EventBusSubscriber;
import net.neoforged.fml.common.Mod;
import net.neoforged.fml.config.ModConfig;
import net.neoforged.fml.event.lifecycle.FMLClientSetupEvent;
import net.neoforged.fml.event.lifecycle.FMLCommonSetupEvent;
import net.neoforged.neoforge.common.NeoForge;
import net.neoforged.neoforge.event.BuildCreativeModeTabContentsEvent;
import net.neoforged.neoforge.event.server.ServerStartingEvent;

// The value here should match an entry in the META-INF/neoforge.mods.toml file
@Mod(FalloutMc.MOD_ID)
public class FalloutMc
{
    public static final String MOD_ID = "falloutmc";
    private static final Logger LOGGER = LogUtils.getLogger();

    // The constructor for the mod class is the first code that is run when your mod is loaded.
    // FML will recognize some parameter types like IEventBus or ModContainer and pass them in automatically.
    public FalloutMc(IEventBus modEventBus, ModContainer modContainer)
    {
        // Register the commonSetup method for modloading
        modEventBus.addListener(this::commonSetup);

        // Register ourselves for server and other game events we're interested in.
        // Note that this is necessary if and only if we want *this* class (ExampleMod) to respond directly to events.
        // Don't add this line if there are no @SubscribeEvent-annotated functions in this class, like onServerStarting() below.
        NeoForge.EVENT_BUS.register(this);

        ModItems.register(modEventBus);

        // Register the item to a creative tab
        modEventBus.addListener(this::addCreative);

        // Register our mod's ModConfigSpec so that FML can create and load the config file for us
        modContainer.registerConfig(ModConfig.Type.COMMON, Config.SPEC);
    }

    private void commonSetup(final FMLCommonSetupEvent event)
    {
        //
    }

    // Add the example block item to the building blocks tab
    private void addCreative(BuildCreativeModeTabContentsEvent event)
    {
        //
    }

    // You can use SubscribeEvent and let the Event Bus discover methods to call
    @SubscribeEvent
    public void onServerStarting(ServerStartingEvent event)
    {
        //;
    }

    // You can use EventBusSubscriber to automatically register all static methods in the class annotated with @SubscribeEvent
    @EventBusSubscriber(modid = MOD_ID, bus = EventBusSubscriber.Bus.MOD, value = Dist.CLIENT)
    public static class ClientModEvents
    {
        @SubscribeEvent
        public static void onClientSetup(FMLClientSetupEvent event)
        {
            //
        }
    }
}

(Registry) ModItems.java:

package net.cassis2310.falloutmc.item;

import net.cassis2310.falloutmc.FalloutMc;
import net.minecraft.world.item.Item;
import net.neoforged.bus.api.IEventBus;
import net.neoforged.neoforge.registries.DeferredItem;
import net.neoforged.neoforge.registries.DeferredRegister;

public class ModItems {
    public static final DeferredRegister.Items ITEMS = DeferredRegister.createItems(FalloutMc.MOD_ID);

    public static final DeferredItem<Item> NUKA_COLA = ITEMS.register("nuka_cola",
            () -> new Item(new Item.Properties()));

    public static void register(IEventBus eventBus) {
        ITEMS.register(eventBus);
    }
}

(Item Model) nuka_cola.json:

{
  "parent": "minecraft:item/generated",
  "textures": {
    "layer0": "falloutmc:item/nuka_cola"
  }
}

I have am using the latest ModDevGradle MDK from NeoForge.

Any help or guidance would be greatly appreciated.


Solution

  • Don't put assets and data in the templates folder, use the resources folder