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  1. You create a new block and register it: //Register<Block> event //somewhere in your code final Block[] blocks = { new BlockBasic(Material.ROCK, "first_block", "my_first_block") }; event.getRegistry().registerAll(blocks); Then you register the items with the reference of the previously mentioned block above (in my case they are stored in TutorialBlocks) final Item[] itemBlocks = { new ItemBlock(TutorialBlocks.MY_FIRST_BLOCK).setRegistryName(TutorialBlocks.MY_FIRST_BLOCK.getRegistryName()) }; //this is the event where you would register your items normally event.getRegistry().registerAll(itemBlocks); Then you register the model as you would do with an item registerModel(Item.getItemFromBlock(TutorialBlocks.MY_FIRST_BLOCK)); private static void registerModel(Item item) { ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory")); } If you need the .jsons as well tag me.
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  2. If you had made a recipe as the documentation says it would have been working.
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  3. The server maintains a network connection for each connected client along with a reference to the server-side player entity. When a packet is received on this connection, the server knows which player sent it and you can access the player through the NetworkContext.
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